Chem O’DunReferences and Guides

Script commands

For more details and additional information, check Scripting/MD/Libraries/Map on the Egosoft wiki.

Every action and condition the Mission Director and AI script schemas accept, with its attributes, the attribute groups it pulls in and the child elements it can contain. Generated from the schemas that ship with the game, for 8.00 and 9.00.

919 actions and 431 conditions, over 64 attribute groups, 629 child elements and 217 types.

Browse

Open a command to see its full card: own attributes, the groups it inherits and every child element it accepts. The shared halves - attribute groups and types - are listed once, further down, and every card links into them.

How to read a row
Kindaction does something; condition is tested by one. The chip beside it is which schema accepts the command: both, AI for AI scripts only, MD for the Mission Director only.
Game versionsall in every version covered here (8.00, 9.00).
≥ 9.00 from that version onwards, so new since the one before it.
≤ 8.00 up to that version, and gone in the next.
A version list instead of a range means presence with a hole in it, which no range states honestly.
AttributesA card lists the command's own attributes first, then everything its attribute groups bring in, with the group named in the From column. * marks a required attribute. A number beside a type is how many values the schema fixes for it.
CopyingCopy element gives the command with every required attribute, ready to paste into a script. Copy link gives a URL that reopens this card, filters and all.

Commands

NameKindSchemaVersionDescription

Attribute groups

An attribute group is the schema's own unit of reuse. find is 89 attributes shared by 19 commands, action is 3 attributes shared by over 700, so each is documented here once and referenced from the cards above.

action

3 attributes, used by 870 commands

AttributeTypeDescription
chanceexpressionChance percentage of action being performed (action is skipped if not -- in case of a conditional action such as <do_if>, any following <do_elseif>/<do_else> actions will still be performed as if the condition had failed)
commentcommentComment for documentation purposes only
weightexpressionWeight of action which determines its chance of being selected (integer value, only evaluated in <do_any> blocks, default is 1 if omitted)

blacklist

2 attributes, used by 0 commands

AttributeTypeDescription
group*blacklistgrouplookup 2Default faction blacklist group (civilian, military) to use if object doesn't have a blacklist of its own of the specified type
object*expressionObject from which to obtain blacklist filter

blockingaction

4 attributes, used by 18 commands

AttributeTypeDescription
chanceexpressionChance percentage of action being performed (action is skipped if not -- in case of a conditional action such as <do_if>, any following <do_elseif>/<do_else> actions will still be performed as if the condition had failed)
commentcommentComment for documentation purposes only
sinceversionxs:nonNegativeIntegerScript version in which this blocking action was added
weightexpressionWeight of action which determines its chance of being selected (integer value, only evaluated in <do_any> blocks, default is 1 if omitted)

boundingbox

2 attributes, used by 0 commands

AttributeTypeDescription
center*expression
max*expression

briefingobjective

21 attributes, used by 0 commands

AttributeTypeDescription
action*objectivetypelookup 89Objective action type
checkunknownbooleanexpressionShould the target name be shown as unknown if the target is unknown? Default is false.
completedbooleanexpressionShould the incomplete objective be displayed as 'completed' in the mission briefing? This can be used to mark a briefing objective as completed out of sequence. This only takes effect if this briefing step occurs after the currently active one (since steps before the current step are already shown as completed by default).
customactionexpressionCustom action text, required if action="custom"
durationexpressionTime limit (duration) of this objective. Cannot be combined with attributes endtime or showelapsedtime. The duration is automatically converted to an endtime when the objective starts (see attribute endtime).
encyclopediaexpressionValue whose encyclopedia entry should be referenced from the mission briefing
endtimeexpressionEnd time of this objective. The remaining time will be displayed in the message ticker if this is the current mission objective. Cannot be combined with attributes duration or showelapsedtime. The endtime can be updated with <update_objective_endtime>. The timer can be paused with <pause_objective_timer>, which will postpone the endtime accordingly.
failedbooleanexpressionShould the objective be displayed as 'failed' in the mission briefing instead of 'completed'? This only takes effect if this briefing step occurs before the currently active one.
groupexpressionGroup of objective targets (cannot be used in combination with any of the attributes object or slot)
keeptimerbooleanexpressionWhen this objective starts, should it continue using the timer state of the previous objective of this mission? This includes the remaining time (a time limit previously initiated via attributes endtime or duration), the elapsed time (via attribute showelapsedtime) and whether the timer has been paused via <pause_objective_timer>. If the previous objective had any timer data, it will be kept and continued, ignoring any other timer-related attributes (endtime, duration, showelapsedtime) for this objective. Consequently, if such attributes are also provided, they will only take effect if the previous objective did NOT have a displayed timer. NOTE: Even if the previous objective had an endtime that has already passed, keeptimer will keep this endtime (so that the remaining time of 0 seconds will still be displayed on screen).
objectobjectObject
offsetexpressionOffset from reference object (position or vector value - cannot be used in combination with any of the attributes slot or randomoffset)
radiusexpressionOptional radius associated with the objective. Default is 0
randomoffsetexpressionRandom offset from reference object (given as length or vector value - cannot be used in combination with any of the attributes slot or offset). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: If the same object and random offset is used as objective target multiple times, the random offset remains the same. The random offset is the same as the one generated by <create_position> with randomoffset attribute.
showelapsedtimebooleanexpressionShould the elapsed time for this objective be displayed in the message ticker? Cannot be combined with attributes endtime or duration. The elapsed time can be paused with <pause_objective_timer>.
showunknownpathbooleanexpressionShould mission guidance show the full path towards the objective target(s), even if there are unknown gates/sectors on the way? Default is false.
silentsilentobjectiveChange the objective silently? This suppresses the mission objective bar and the sound effect. Default is false
slotexpressionComponent slot or list of component slots as objective targets (cannot be used in combination with any of the attributes object, group, offset or randomoffset)
step*expressionMission briefing step number
suggestdockingbooleanexpressionIf the target is inside a room, should mission guidance suggest docking at a suitable docking bay when the player is elsewhere in a ship or spacesuit? Default is true. Can be set to false explicitly if the target is in a room, but the mission requires the player to remain in a ship or a spacesuit. NOTE: For an objective to attack, destroy or kill a ship, docking will not be suggested anyway even when the target is docked, and setting suggestdocking to false is not required.
textexpressionObjective detail text

buildoverridewares

3 attributes, used by 6 commands

AttributeTypeDescription
appendbooleanShould the specified ware(s) be added to the existing list? (defaults to false which will replace or remove existing entries)
removebooleanShould the specified ware(s) be removed from the existing list? (defaults to false which will add or replace existing entries)
waresware(optional) single ware or list of wares to set, add or remove, omitting this will clear the list if append and remove are false (default)

clustereventsource

3 attributes, used by 12 commands

AttributeTypeDescription
checkcheckeventsourceProduce an error message if the provided event object does not exist? Default is true. NOTE: If the event object is a variable or a changeable property, changing it at a later time has no direct effect on this event condition, i.e. it is not re-enabled automatically. It is only updated under certain conditions, e.g. when loading a savegame or when the event condition is restarted explicitly (resetting MD cue or starting AI script).
clusterexpressionCluster, used as event object (required if group attribute not supplied)
groupgroupeventsourceGroup of event objects (can be supplied instead of a single event object). The check attribute does not apply. The group is required to exist but may be empty. Adding/removing group members is possible even after the event is set up.

condition

2 attributes, used by 2 commands

AttributeTypeDescription
chanceexpressionPercentage chance of condition being checked (condition fails if not)
commentcommentComment for documentation purposes only

conditionalaction

6 attributes, used by 3 commands

AttributeTypeDescription
exactexpressionExact value to match (takes priority over list and min/max)
listexpressionList of matching values (takes priority over min/max, ignored if exact is set)
maxexpressionMaximum matching value (ignored if exact is set)
minexpressionMinimum matching value (ignored if exact is set)
negatenegateconditionNegate condition?
value*expressionValue to match (checked for non-zero if no comparison range or list is specified)

conversationactor

3 attributes, used by 3 commands

AttributeTypeDescription
actorexpressionConversation actor entity (use attribute context and template instead to provide an NPC template instead of an entity as conversation actor)
contextexpressionControllable object context of the provided NPC template (when using template attribute instead of the actor attribute)
templateexpressionConversation actor NPC template (can be used instead of actor attribute to provide an NPC template, requires context attribute)

counting

10 attributes, used by 3 commands

AttributeTypeDescription
autoadvanceseedautoadvancerandomseedAuto-advance seed used for random number evaluation.
counterlvalueexpressionName of loop counter variable
exactexpressionExact value (takes priority over min/max/profile/scale)
listexpressionList of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set)
maxexpressionMaximum random number (ignored if exact is set)
minexpressionMinimum random number (ignored if exact is set)
profileprofilelookup 5Random number profile (ignored if exact is set)
reversebooleanIf true then loop counter counts from the max value down to 1
scaleanyScale of random number profile (ignored if exact is set or if profile is flat)
seedfixedrandomseedFixed seed used for random number evaluation.

createmodule

4 attributes, used by 1 command

AttributeTypeDescription
baseexpressionThe base construction plan (Optional. Either a plain ID string or a script expression that evaluates to an ID string)
groupnamestringModule group for random macro selection
macromacronameMacro name (either a plain macro string or a script expression that evaluates to a string or macro)
refexpressionReference to ModuleDB entry (either a plain ID string or a script expression that evaluates to an ID string)

createnpc

4 attributes, used by 3 commands

AttributeTypeDescription
actorexpressionExisting actor to be used instead of creating a new NPC (only useful with variable expressions in scripts)
groupnamestringCharacter group for random macro selection
macromacronameMacro name (either a plain macro string or a script expression that evaluates to a string or macro)
refexpressionReference to CharacterDB entry (either a plain ID string or a script expression that evaluates to an ID string)

createobjectsafepos

21 attributes, used by 0 commands

AttributeTypeDescription
allowyaxisbooleanAllow the generated position to also use the up/down axis, defaults to true
autoadvanceseedautoadvancerandomseedAuto-advance seed used for random number evaluation.
exactexpressionExact value (takes priority over min/max/profile/scale)
ignoredobjectObject
ignoredangerousregionsbooleanexpressionIgnore dangerous regions (defaults to false)
includefiringrangebooleanexpressionAvoid the firing range of turrets
includeplotboxbooleanexpressionAvoid the plot box of stations
listexpressionList of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set)
maxexpressionMaximum random number (ignored if exact is set)
minexpressionMinimum random number (ignored if exact is set)
objectexpressionAn object (or any positional) to use the offset of. If coordinates or a position value are supplied, they are interpreted as relative to the object. If space is not supplied, the object's parent will be taken as the space unless a suitable space is supplied by the parent XML node.
profileprofilelookup 5Random number profile (ignored if exact is set)
radiusexpressionRadius to indicate necessary space required for a safe position (defaults to created object radius if null)
randomoffsetexpressionRandom offset from provided object (given as length or vector value - can be combined with coordinate attributes, but cannot be used in combination with value attribute). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: Using the same randomoffset value with the same object multiple times will always yield the same random offset. NOTE: In order to retrieve only the random offset (relative to the object itself), the space attribute value has to set to the object.
scaleanyScale of random number profile (ignored if exact is set or if profile is flat)
seedfixedrandomseedFixed seed used for random number evaluation.
spaceexpressionReference space to be used if the object attribute is supplied. Defaults to the space supplied by the parent XML node, if applicable, otherwise to the object's parent space.
valueexpressionPosition value (can be combined with coordinate attributes, but cannot be used in combination with randomoffset attribute)
xexpressionX coordinate
yexpressionY coordinate
zexpressionZ coordinate

createprop

3 attributes, used by 1 command

AttributeTypeDescription
groupnamestringProp group for random macro selection
macromacronameMacro name (either a plain macro string or a script expression that evaluates to a string or macro)
refexpressionReference to PropDB entry (either a plain ID string or a script expression that evaluates to an ID string)

createship

5 attributes, used by 1 command

AttributeTypeDescription
capturablebooleanexpressionIs the ship capturable, either via signalleak (S sized) or via boarding (M+ sized). The default is based on macro, usually true with some exceptions like XS/Spacesuit/Xenon/Khaak. Additionally, for S-ships the pilot will not eject if it's not capturable . Note: For S-ships, when capturable is false, no capture signalleak will be created, but you can add/remove this leak afterwards by calling set_object_capturable. Keep in mind that such leaks only exist in nearby-attention!
groupnamestringShip group for random macro selection
macromacronameMacro name (either a plain macro string or a script expression that evaluates to a string or macro)
refexpressionReference to ShipDB entry (either a plain ID string or a script expression that evaluates to an ID string)
sellablebooleanexpressionIs the ship sellable? (default is true)

cutscenekeyorid

2 attributes, used by 5 commands

AttributeTypeDescription
cutsceneexpressionCutscene identifier as returned by <play_cutscene> (takes precedence over key attribute)
keyexpressionCutscene key name (ignored if cutscene attribute is supplied)

deployabletimeout

1 attribute, used by 5 commands

AttributeTypeDescription
timeoutexpression(optional) Time in seconds after which the launched object should self-destruct (only when not visible) [if omitted or null] non-player objects self-destruct after time set in launched class defaults, see deployabletimeout [negative] never self-destruct [0s or greater] self-destruct after the specified time (also applies to player property)

dropcargo

5 attributes, used by 4 commands

AttributeTypeDescription
amountslvalueexpressionName of the value that will receive a list of ware amounts, corresponding to the wares result list.
bundlebooleanexpressionDo the wares to be dropped come from ammo/unit storage? (optional, defaults to false)
groupnamelvalueexpressionName of the group to which all spawned ware containers will be added (optional, group will be created if it does not exist yet)
unbundlebooleanexpressionShould the ware be unbundled (turn ware into ammo/units) on transfer? (optional, defaults to false)
wareslvalueexpressionName of the value that will receive a list of all spawned ware types (optional)

eventcondition

2 attributes, used by 403 commands

AttributeTypeDescription
chanceexpressionPercentage chance of condition being checked (condition fails if not)
commentcommentComment for documentation purposes only

existingpeoplelist

2 attributes, used by 1 command

AttributeTypeDescription
newrolesexpressionList of roles to reassign people (size must match with other lists)
peopleexpressionList of NPC templates (size must match with other lists)

extendbuildplot

8 attributes, used by 2 commands

AttributeTypeDescription
allowreductionbooleanexpressionShould the build plot be allowed to reduce in size if necessary. Defaults to false.
negxexpressionExtension of the plot length on the negative X axis
negyexpressionExtension of the plot length on the negative Y axis
negzexpressionExtension of the plot length on the negative Z axis
objectexpressionStation or BuildStorage of which the plot will be extended
posxexpressionExtension of the plot length on the positive X axis
posyexpressionExtension of the plot length on the positive Y axis
poszexpressionExtension of the plot length on the positive Z axis

find

92 attributes, used by 10 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
activebooleanexpressionIs the object 'active'?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
modulebooleanexpressionIs a module?
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
regionobjectbooleanexpressionIs object from a region?
roompopulationtyperoompopulationtypeexprlookup 8Room population type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type

findarbitrary

153 attributes, used by 6 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
accessgrantedtofactionexprlookup 30Does the sector owner currently grant access to the provided faction?
accessrestrictedtofactionexprlookup 30Does the sector owner currently restrict access to the provided faction?
activebooleanexpressionIs the object 'active'?
alwaysnormalzonebooleanexpressionInclude only permanently normal zones (not temporary, not gate zone and not highway)?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canclaimownershipbooleanexpressionIs the station capable of claiming ownership of a space?
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
classclasslookup 80Class or list of classes (do not use in conjunction with 'exactclass' attribute)
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
contestedbooleanexpressionIs the sector contested?
contestedbyfactionexprlookup 30Is the sector contested by provided faction?
controlentitybooleanexpressionIs the actor a control entity?
controlpostcontrolpost 7Control post
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
defencestationbooleanexpressionIs the station a defence station
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
diplomatbooleanexpressionIs the actor a faction diplomat?
dockeddockedShip is docked or parked at another object, including internal storage and piers
encounteridexpressionEncounter identification string or list of encounter ID strings
encountershipbooleanexpressionIs the ship an encounter job ship?
entityroleentityrole 7Actor (entity) role
entitytypeentitytype 6Actor (entity) type
equipmentdockbooleanexpressionIs the station an equipment dock (i.e. it can change loadouts, but not build ships from scratch)
exactclassclasslookup 80Exact class or list of exact classes, not taking subclasses into account (do not use in conjunction with 'class' attribute)
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
factionheadquartersbooleanexpressionIs the station a faction headquarters
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hascontrolpanelcontrolpaneltypelookup 18Room has a control panel of the specified type
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasgravidarobscuringregionbooleanexpressionDoes the sector contain a gravidar obscuring region?
hashazardousregionbooleanexpressionDoes the sector contain a hazardous region?
hasjobbooleanexpressionDoes the ship have a job
hasmasstraffichasmasstrafficIs the station connected to a mass traffic network?
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
headquartersbooleanexpressionIs the station a headquarters
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
jobexpressionJob identification string or list of job ID strings
jobspaceforexpressionIs this space suitable for a job ship to be based in? (jobship or job ID)
jobtagsexpressionTag or list of tags to compare with the defined job category tags
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
locationtagexpressionTag or list of tags that this space or its parent spaces must have as location tags
locationtaganyexpressionTag or list of tags that this space or its parent spaces must have at least one as location tags
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
missionactorbooleanexpressionIs the actor a mission actor?
modulebooleanexpressionIs a module?
needsrepairbooleanexpressionDamaged components that are no longer functional and can be repaired (exclusive with 'restorable' and 'repairable')
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
normalcluster ≤ 8.00booleanexpressionInclude only normal clusters (not presentation cluster, not venturer cluster)?
normalzonebooleanexpressionInclude only currently normal zones (not temporary, not gate zone and not highway)? If originally a temporary zone this zone may revert back to a tempzone or be removed, depending on its contents.
npctemplateexpression
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
piratebasebooleanexpressionIs the station a pirate base
planneddefencestationbooleanexpressionIs the station a planned defence station, taking future modules into accounts
plannedequipmentdockbooleanexpressionIs the station a planned equipment dock, taking future modules into accounts
plannedfactionheadquartersbooleanexpressionIs the station a planned faction headquarters
plannedheadquartersbooleanexpressionIs the station a planned headquarters
plannedpiratebasebooleanexpressionIs the station a planned piratebase
plannedrecyclingfacilitybooleanexpressionIs the station a planned recycling facility with a processing module, taking future modules into accounts
plannedshipyardbooleanexpressionIs the station a planned shipyard, taking future modules into accounts
plannedtradestationbooleanexpressionIs the station a planned trade station
plannedwharfbooleanexpressionIs the station a planned wharf, taking future modules into accounts
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
racerace 9Race (species)
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
recyclingfacilitybooleanexpressionIs the station a recycling facility with a processing module
regionobjectbooleanexpressionIs object from a region?
repairablebooleanexpressionDamaged components that can be repaired but may still be functional (exclusive with 'restorable' and 'needsrepair')
representativebooleanexpressionIs the actor a faction representative?
requestedjobshipbooleanexpressionIs the ship a requested job ship?
restorablebooleanexpressionWrecked components that can be restored (exclusive with 'repairable' and 'needsrepair')
roompopulationtyperoompopulationtypeexprlookup 8Room population type
roomtyperoomtypeexprlookup 19Room type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
shiptypeshiptypeexprlookup 33Ship type
shipyardbooleanexpressionIs the station a shipyard (i.e. it can build capital ships)
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
stationtypestationtypeexprlookup 10Station type
subordinatejobshipbooleanexpressionIs the ship's job a subordinate job?
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
temporaryentitybooleanexpressionIs the actor temporary?
tempzonebooleanexpressionInclude temporary zones?
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
tradestationbooleanexpressionIs the station a trade station
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
validjobshipbooleanexpressionIs the ship and those in its command structure organised correctly, as defined by their jobs?
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type
wharfbooleanexpressionIs the station a wharf (i.e. it can build non-capital ships)

findcluster

98 attributes, used by 3 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
accessgrantedtofactionexprlookup 30Does the sector owner currently grant access to the provided faction?
accessrestrictedtofactionexprlookup 30Does the sector owner currently restrict access to the provided faction?
activebooleanexpressionIs the object 'active'?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
jobspaceforexpressionIs this space suitable for a job ship to be based in? (jobship or job ID)
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
locationtagexpressionTag or list of tags that this space or its parent spaces must have as location tags
locationtaganyexpressionTag or list of tags that this space or its parent spaces must have at least one as location tags
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
modulebooleanexpressionIs a module?
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
normalcluster ≤ 8.00booleanexpressionInclude only normal clusters (not presentation cluster, not venturer cluster)?
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
regionobjectbooleanexpressionIs object from a region?
roompopulationtyperoompopulationtypeexprlookup 8Room population type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type

findclusterfilters NEW

4 attributes, used by 24 commands

Game versionsnew in 9.00

AttributeTypeDescription
explorationclusterNEWbooleanexpressionInclude exploration clusters and items in them? Default is false. Only used if the searched space is the galaxy. Can be used in conjunction with other cluster attributes (normalcluster, presentationcluster, venturercluster).
normalclusterNEWbooleanexpressionInclude normal clusters (not presentation cluster, not venturer cluster, not exploration cluster) and items in them? Default is true if no cluster attributes are provided (neither this nor the other ones), false if any are provided. Only used if the searched space is the galaxy. Can be used in conjunction with other cluster attributes (presentationcluster, venturercluster, explorationcluster). NOTE: Setting normalcluster="false" does not automatically include non-normal clusters.
presentationclusterNEWbooleanexpressionInclude presentation clusters and items in them? Default is false. Only used if the searched space is the galaxy. Can be used in conjunction with other cluster attributes (normalcluster, venturercluster, explorationcluster).
venturerclusterNEWbooleanexpressionInclude venturer clusters and items in them? Default is false. Only used if the searched space is the galaxy. Can be used in conjunction with other cluster attributes (normalcluster, presentationcluster, explorationcluster).

findentity

104 attributes, used by 0 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
activebooleanexpressionIs the object 'active'?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
classentityclasslookup 5Entity class or list of classes (do not use with 'exactclass')
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
controlentitybooleanexpressionIs the actor a control entity?
controlpostcontrolpost 7Control post
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
diplomatbooleanexpressionIs the actor a faction diplomat?
entityroleentityrole 7Actor (entity) role
entitytypeentitytype 6Actor (entity) type
exactclassentityclasslookup 5Entity's exact class (or list of classes), not taking subclasses into account (do not use with 'class')
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
missionactorbooleanexpressionIs the actor a mission actor?
modulebooleanexpressionIs a module?
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
npctemplateexpression
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
racerace 9Race (species)
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
regionobjectbooleanexpressionIs object from a region?
representativebooleanexpressionIs the actor a faction representative?
roompopulationtyperoompopulationtypeexprlookup 8Room population type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
temporaryentitybooleanexpressionIs the actor temporary?
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type

findobject

127 attributes, used by 12 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
activebooleanexpressionIs the object 'active'?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canclaimownershipbooleanexpressionIs the station capable of claiming ownership of a space?
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
classobjectclasslookup 31Object class or list of classes (do not use with 'exactclass')
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
defencestationbooleanexpressionIs the station a defence station
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
dockeddockedShip is docked or parked at another object, including internal storage and piers
encounteridexpressionEncounter identification string or list of encounter ID strings
encountershipbooleanexpressionIs the ship an encounter job ship?
equipmentdockbooleanexpressionIs the station an equipment dock (i.e. it can change loadouts, but not build ships from scratch)
exactclassobjectclasslookup 31Object's exact class (or list of classes), not taking subclasses into account (do not use with 'class')
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
factionheadquartersbooleanexpressionIs the station a faction headquarters
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
godentrytagsexpressionTag or list of tags to compare with the defined god entry category tags
godobjectentryexpressionGod object entry identification string or list of god object entry ID strings
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasjobbooleanexpressionDoes the ship have a job
hasmasstraffichasmasstrafficIs the station connected to a mass traffic network?
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
headquartersbooleanexpressionIs the station a headquarters
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
jobexpressionJob identification string or list of job ID strings
jobtagsexpressionTag or list of tags to compare with the defined job category tags
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
modulebooleanexpressionIs a module?
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
piratebasebooleanexpressionIs the station a pirate base
planneddefencestationbooleanexpressionIs the station a planned defence station, taking future modules into accounts
plannedequipmentdockbooleanexpressionIs the station a planned equipment dock, taking future modules into accounts
plannedfactionheadquartersbooleanexpressionIs the station a planned faction headquarters
plannedheadquartersbooleanexpressionIs the station a planned headquarters
plannedpiratebasebooleanexpressionIs the station a planned piratebase
plannedrecyclingfacilitybooleanexpressionIs the station a planned recycling facility with a processing module, taking future modules into accounts
plannedshipyardbooleanexpressionIs the station a planned shipyard, taking future modules into accounts
plannedtradestationbooleanexpressionIs the station a planned trade station
plannedwharfbooleanexpressionIs the station a planned wharf, taking future modules into accounts
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
recyclingfacilitybooleanexpressionIs the station a recycling facility with a processing module
regionobjectbooleanexpressionIs object from a region?
requestedjobshipbooleanexpressionIs the ship a requested job ship?
roompopulationtyperoompopulationtypeexprlookup 8Room population type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
shiptypeshiptypeexprlookup 33Ship type
shipyardbooleanexpressionIs the station a shipyard (i.e. it can build capital ships)
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
stationtypestationtypeexprlookup 10Station type
subordinatejobshipbooleanexpressionIs the ship's job a subordinate job?
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
tradestationbooleanexpressionIs the station a trade station
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
validjobshipbooleanexpressionIs the ship and those in its command structure organised correctly, as defined by their jobs?
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type
wharfbooleanexpressionIs the station a wharf (i.e. it can build non-capital ships)

findroom

96 attributes, used by 2 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
activebooleanexpressionIs the object 'active'?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
classroomclasslookup 5Room class or list of classes (do not use in conjunction with 'exactclass' attribute)
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
exactclassroomclasslookup 5Room's exact class or list of exact classes, not taking subclasses into account (do not use in conjunction with 'class' attribute)
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hascontrolpanelcontrolpaneltypelookup 18Room has a control panel of the specified type
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
modulebooleanexpressionIs a module?
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
regionobjectbooleanexpressionIs object from a region?
roompopulationtyperoompopulationtypeexprlookup 8Room population type
roomtyperoomtypeexprlookup 19Room type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type

findsector

101 attributes, used by 3 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
accessgrantedtofactionexprlookup 30Does the sector owner currently grant access to the provided faction?
accessrestrictedtofactionexprlookup 30Does the sector owner currently restrict access to the provided faction?
activebooleanexpressionIs the object 'active'?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
contestedbooleanexpressionIs the sector contested?
contestedbyfactionexprlookup 30Is the sector contested by provided faction?
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasgravidarobscuringregionbooleanexpressionDoes the sector contain a gravidar obscuring region?
hashazardousregionbooleanexpressionDoes the sector contain a hazardous region?
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
jobspaceforexpressionIs this space suitable for a job ship to be based in? (jobship or job ID)
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
locationtagexpressionTag or list of tags that this space or its parent spaces must have as location tags
locationtaganyexpressionTag or list of tags that this space or its parent spaces must have at least one as location tags
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
modulebooleanexpressionIs a module?
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
regionobjectbooleanexpressionIs object from a region?
roompopulationtyperoompopulationtypeexprlookup 8Room population type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type

findship

104 attributes, used by 3 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
activebooleanexpressionIs the object 'active'?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
classshipclasslookup 7Ship class
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
dockeddockedShip is docked or parked at another object, including internal storage and piers
encounteridexpressionEncounter identification string or list of encounter ID strings
encountershipbooleanexpressionIs the ship an encounter job ship?
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
godshipentryexpressionGod ship entry identification string or list of god ship entry ID strings
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasjobbooleanexpressionDoes the ship have a job
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
jobexpressionJob identification string or list of job ID strings
jobtagsexpressionTag or list of tags to compare with the defined job category tags
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
modulebooleanexpressionIs a module?
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
regionobjectbooleanexpressionIs object from a region?
requestedjobshipbooleanexpressionIs the ship a requested job ship?
roompopulationtyperoompopulationtypeexprlookup 8Room population type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
shiptypeshiptypeexprlookup 33Ship type
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
subordinatejobshipbooleanexpressionIs the ship's job a subordinate job?
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
validjobshipbooleanexpressionIs the ship and those in its command structure organised correctly, as defined by their jobs?
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type

findstation

116 attributes, used by 3 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
activebooleanexpressionIs the object 'active'?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canclaimownershipbooleanexpressionIs the station capable of claiming ownership of a space?
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
classstationclasslookup 1Station class
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
defencestationbooleanexpressionIs the station a defence station
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
equipmentdockbooleanexpressionIs the station an equipment dock (i.e. it can change loadouts, but not build ships from scratch)
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
factionheadquartersbooleanexpressionIs the station a faction headquarters
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
godproductionentryexpressionGod production entry identification string or list of god production entry ID strings
godstationentryexpressionGod station entry identification string or list of god station entry ID strings
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasmasstraffichasmasstrafficIs the station connected to a mass traffic network?
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
headquartersbooleanexpressionIs the station a headquarters
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
modulebooleanexpressionIs a module?
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
piratebasebooleanexpressionIs the station a pirate base
planneddefencestationbooleanexpressionIs the station a planned defence station, taking future modules into accounts
plannedequipmentdockbooleanexpressionIs the station a planned equipment dock, taking future modules into accounts
plannedfactionheadquartersbooleanexpressionIs the station a planned faction headquarters
plannedheadquartersbooleanexpressionIs the station a planned headquarters
plannedpiratebasebooleanexpressionIs the station a planned piratebase
plannedrecyclingfacilitybooleanexpressionIs the station a planned recycling facility with a processing module, taking future modules into accounts
plannedshipyardbooleanexpressionIs the station a planned shipyard, taking future modules into accounts
plannedtradestationbooleanexpressionIs the station a planned trade station
plannedwharfbooleanexpressionIs the station a planned wharf, taking future modules into accounts
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
recyclingfacilitybooleanexpressionIs the station a recycling facility with a processing module
regionobjectbooleanexpressionIs object from a region?
roompopulationtyperoompopulationtypeexprlookup 8Room population type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
shipyardbooleanexpressionIs the station a shipyard (i.e. it can build capital ships)
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
stationtypestationtypeexprlookup 10Station type
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
tradestationbooleanexpressionIs the station a trade station
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type
wharfbooleanexpressionIs the station a wharf (i.e. it can build non-capital ships)

findzone

100 attributes, used by 2 commands

AttributeTypeDescription
acceleratorbooleanexpressionIs the gate an accelerator
accessgrantedtofactionexprlookup 30Does the sector owner currently grant access to the provided faction?
accessrestrictedtofactionexprlookup 30Does the sector owner currently restrict access to the provided faction?
activebooleanexpressionIs the object 'active'?
alwaysnormalzonebooleanexpressionInclude only permanently normal zones (not temporary, not gate zone and not highway)?
buildingbooleanexpressionIs build module currently building
busybooleanexpressionIs build module or build processor currently busy
canbebuiltbyexpressionCan be built by this object?
canbebuiltbyanyexpressionCan be built by any of these objects? (list or group)
canbedismantledbooleanexpressionCan the component currently be dismantled?
canbelivestreamedbooleanexpressionIs the object currently suitable to be featured in a live stream?
canbepickedupbooleanexpressionCan object be picked up by another object?
canbetowedbooleanexpressionCan the component be towed?
canbuildclassexpressionCan build class? If null, filter is not applied.
canbuildequipmentexpressionCan build equipment ware (or list of wares)?
canbuildforfactionexprlookup 30Does the object allow the provided faction to build
canbuildmacroexpressionCan build macro?
canbuildshipsbooleanexpressionCan build ships? (finds containers, not build modules)
canequipclassexpressionCan equip class? If null, filter is not applied.
canequipshipsexpressionCan equip ships? (finds containers, not build modules)
canhavedynamicinteriorbooleanexpressionCan a dynamic interior be created on the object?
canhaveofferlocationexpressionOffer tag
cansupplyclassexpressionCan supply class? If null, filter is not applied.
cansupplyshipsexpressionCan supply ships? (finds containers, not build modules)
capturablebooleanexpressionIs the object capturable, either via signalleak (S sized) or via boarding (M+ sized)
checkoperationalbooleanexpressionShould the search be restricted to operational objects? If yes, this is equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_...>) or condition elements (e.g. <count_...>), so it is true by default and can be disabled by supplying checkoperational="false". On any sub-elements (e.g. <match...>) it is false by default, so also non-operational objects are matched by default (unless already filtered out elsewhere). If the state attribute is present on a node, checkoperational is ignored.
coalition ≤ 8.00expressionIs the apparent owning faction a member of the coalition with this ID?
commandeerablebooleanexpressionIs the object commandeerable
coveredbooleanexpressionIs the object covered?
coverownerowners 30Owner faction, or list of owner factions
datavaultbooleanexpressionIs a data vault object
deployablebooleanexpressionIs a deployable object
deployablecategorydeployablecategorylookup 5Deployable category
destinationexpressionLeads to this destination? (could be space, gate or highway exit gate)
excludedexpressionComponent, list of components or a group to exclude from being found
extensionexpressionSource extension id (standard extension)
freemissionactorslotfreemissionactorslotIs a free slot for a mission actor NPC required?
freemissionofferslotbooleanexpressionIs a free mission offer location available at the container?
freesignalleakslotbooleanexpressionIs a free signal leak location available at the object?
functionalbooleanexpressionIs functional?
grouptagexpressionConnection group tag
hasbuildingtaskbooleanexpressionDoes the object have a build task assigned for it?
hascommanderbooleanexpressionDoes the object have a commander
hascontrolentitycontrolpost 7Does the object have a control entity of the specified post
hasfixedconstructionNEWbooleanexpressionAre either the planned or current construction sequence of this object flagged as fixed?
hasstagedconstructionNEWbooleanexpressionDo either the planned or current construction sequence of this object have stages?
hastradeofferbooleanexpressionComponent contains a trade offer?
haswalkableroombooleanexpressionDoes the controllable object, module or room contain any walkable rooms (includes the room itself in the room case), i.e. accessible to the player and NPCs?
hullinvulnerablebooleanexpressionIs hull invulnerable, i.e it cannot take take damage?
indestructiblebooleanexpressionCan the object not be destroyed through damage?
integratedbooleanexpressionIs integrated to the parent? (built-in component)
internallystoredbooleanexpressionIs the object internally stored in a dockingbay?
invulnerablebooleanexpressionIs either hull or shield invulnerable, i.e it cannot take damage? Note: An object can be vulnerable but still indestructible.
ishostiletoexpressionDo mutual object relations and fire authorisations allow either side to attack (see mayattack and maybeattackedby).
isinliveviewbooleanexpressionIs the object visible on the player's gravidar or by any player-owned object
jobspaceforexpressionIs this space suitable for a job ship to be based in? (jobship or job ID)
knownbooleanexpressionKnown to player?
knowntofactionexprlookup 30Known to faction? (Faction or list of factions)
landmarkbooleanexpressionIs a landmark object
locationtagexpressionTag or list of tags that this space or its parent spaces must have as location tags
locationtaganyexpressionTag or list of tags that this space or its parent spaces must have at least one as location tags
lockedNEWbooleanexpressionIs the object locked? Applicable to room, datavault and signalleak.
macroexpressionMacro or list of macros
masstrafficbooleanexpressionIs object from mass traffic?
mayattackexpressionDoes this object's relation and fire authorisation override allow it to attack supplied object or faction. Unless active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and supplied object has primarypurpose.fight.
maybeattackedbyexpressionMay this object be attacked by supplied object or faction based on that faction's relation and fire authorisation override. Unless supplied object's active fire authorisation override indicates otherwise, true if relation is 'kill', or if relation is 'killmilitary' and this object has primarypurpose.fight
modulebooleanexpressionIs a module?
negateownerfilterbooleanexpressionTreat owner, trueowner or coverowner as "not"-list?
normalzonebooleanexpressionInclude only currently normal zones (not temporary, not gate zone and not highway)? If originally a temporary zone this zone may revert back to a tempzone or be removed, depending on its contents.
numfreeactorslotsexpressionMinimum number of free actor slots (deprecated and ignored)
onlineobjectbooleanexpressionIs object an online object?
ownerowners 30Owner faction, or list of owner factions
pausedbooleanexpressionIs the object 'paused' for any reason? Applicable for production modules.
pausedmanuallybooleanexpressionIs the object manually 'paused'? Applicable for production modules.
personalextensionexpressionSource extension id (personal extension)
physicsarereadybooleanexpressionAre all collision meshes for this component are loaded and ready?
policefactionowners 30Owner faction, or list of owner factions
primarypurposepurposelookup 19Primary purpose
reachablefromexpressionIs the component reachable from this component via a path through the galaxy? (note: this component does not have to be mobile)
regionobjectbooleanexpressionIs object from a region?
roompopulationtyperoompopulationtypeexprlookup 8Room population type
shieldgrouptagexpressionGroup tag of the shield group (use null to filter for untagged shield groups)
shieldinvulnerablebooleanexpressionIs shield invulnerable, i.e it cannot take damage?
signalleaktypesignalleaktypelookup 4Signal Leak type
statecomponentstateexprlookup 3State of component
superhighwaygatebooleanexpressionIs the highway gate connected to a super highway? Otherwise is it connected to a local highway?
surfaceelementbooleanexpressionIs a surface element?
suspicious ≤ 8.00booleanexpressionSuspicious?
tagexpressionConnection tag
tempzonebooleanexpressionInclude temporary zones?
tradesknowntofactionexprlookup 30Does the provided faction have knowledge of trade offers of the container?
truecoalition ≤ 8.00expressionIs the true owning faction a member of the coalition with this ID?
trueownerowners 30Owner faction, or list of owner factions
unitbooleanexpressionIs the object a unit
ventureexpressionIf the object is on a venture, match by a venture ID string or a list of ID strings
visitorbooleanexpressionIs object a visitor?
walkablebooleanexpressionIs the room walkable, i.e. accessible to the player and NPCs?
waretransportwaretransportlookup 10Can carry this waretransport type or list of waretransport types (can find containers or storage modules)
weaponmodeweaponmodelookup 11Weapon mode
weapontypeweapontypelookup 4Weapon type

foreach

5 attributes, used by 1 command

AttributeTypeDescription
counterlvalueexpressionName of loop counter variable, which will be set to the current index in the list or group. Cannot be used when traversing a table.
inexpressionList, group or table that should be traversed. It is stored internally during the traversal, so the expression is evaluated only once. In general, avoid insertion and removal of list/group elements during the traversal; however, it is supported according to these rules: - In lists and groups, insertion and removal is allowed at an index greater than the current one, but not allowed at a lower index. - In lists and groups, insertion and removal at the current index is only allowed if reverse="true". - In tables, keys may be inserted or removed at any time, even the current one (but note that newly inserted keys in the already traversed range will not be reached by the traversal).
namelvalueexpressionName of the element/key variable, which will be set to the current element in the list or group, or the current table key, respectively.
reversebooleanSet to true to traverse the list, group or table in reverse order, starting with the last element or key, respectively. In list/group cases, the index counter counts from the highest index down to 1.
valuenamelvalueexpressionName of the table value variable, which will be set to the value of the current table key. Can only be used when traversing a table.

interaction

4 attributes, used by 0 commands. Interactive notification data

AttributeTypeDescription
paramexpressionInteractive notification parameter passed to <event_player_interaction>
param2expressionSecondary interactive notification parameter passed to <event_player_interaction>
silentbooleanexpressionShould the flashing effect of the target monitor be suppressed?
text*expressionText displayed during interactive notification to prompt player to interact

matchfilter NEW

3 attributes, used by 0 commands

Game versionsnew in 9.00

AttributeTypeDescription
commentNEWcommentComment for documentation purposes only
conditionNEWexpressionShould this <match...> node be evaluated and applied when matching objects? (Default is true) If the condition is not met, then no other attributes are evaluated and this node will be ignored. (If the negate attribute is also used, it does not affect the condition check - it is only applied on the resulting match filter when the condition is met.)
negateNEWbooleanNegate filter outcome? The negation applies to the whole element (except for the condition attribute), e.g. <match_content negate="true"> matches objects which do NOT have the specified content.

matchingpeoplelist

6 attributes, used by 1 command

AttributeTypeDescription
amountsexpressionList of amounts (size must match with other lists)
currentrolesexpressionList of roles currently assigned to help identify people (size must match with other lists)
exactbooleanexpressionAre the skills exact or used to find a suitable tier (defaults to false)
newrolesexpressionList of roles to reassign people (size must match with other lists)
racesexpressionList of races to help identify people (size must match with other lists)
skillsexpressionList of skills to help identify people (size must match with other lists)

missiondetails

21 attributes, used by 8 commands

AttributeTypeDescription
abortablebooleanexpressionIs this mission abortable? (Only used for missions, has no effect on mission offers)
alertlevelupkeepalertlevellookup 3Upkeep alert level
associatedexpressionObject that is associated with this mission (e.g. an NPC)
descriptionexpressionMission description
difficultylevellookup 7Difficulty level
factionfactionexprlookup 30Faction that offers the mission (required if mission or mission offer is created from scratch)
groupmissiongrouplookup 40Mission group (defined in missiongroups.xml)
helpoverlayidexpressionHelp overlay ID string
iconexpressionIcon to be displayed in mission briefing
iconcaptionexpressionCaption for mission briefing icon (requires icon attribute)
licenceexpressionLicence required to accept the mission (licence faction must match 'faction')
nameexpressionMission name (required if mission or mission offer is created from scratch)
onlinemissionchapterexpressionOnline mission chapter string
onlinemissiongamestartNEWexpressionOnline mission Gamestart ID string (used by Personal Ventures)
onlinemissionidexpressionOnline mission ID string
opposingfactionfactionexprlookup 30Opposition faction to be encountered during the mission
rewardexpressionMoney reward
rewardtextexpressionArbitrary reward text (null is allowed and ignored; a non-null value takes precedence over money reward if specified)
scaneffectNEWexpressionOptional effect definition (from libraries/effects.xml) to be used for the set long range scan target. Has no effect if scantarget is not set.
scantargetexpressionClass, macro or object to be set as the long range scan target (can also be 0 to clear the long range scan target when updating a mission)
typemissiontypelookup 48(required if mission or mission offer is created from scratch)

moduletypelimits

12 attributes, used by 0 commands

AttributeTypeDescription
buildmoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
commmoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
defencemoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
dockmoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
habitationmoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
othermoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
piermoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
processingmoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
productionmoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
radarmoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
storagemoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer
welfaremoduletypelimitModule type limit. Integer or a script expression that evaluates to an integer

nonbriefingobjective

19 attributes, used by 1 command

AttributeTypeDescription
action*objectivetypelookup 89Objective action type
checkunknownbooleanexpressionShould the target name be shown as unknown if the target is unknown? Default is false.
customactionexpressionCustom action text, required if action="custom"
durationexpressionTime limit (duration) of this objective. Cannot be combined with attributes endtime or showelapsedtime. The duration is automatically converted to an endtime when the objective starts (see attribute endtime).
encyclopediaexpressionValue whose encyclopedia entry should be referenced from the mission briefing
endtimeexpressionEnd time of this objective. The remaining time will be displayed in the message ticker if this is the current mission objective. Cannot be combined with attributes duration or showelapsedtime. The endtime can be updated with <update_objective_endtime>. The timer can be paused with <pause_objective_timer>, which will postpone the endtime accordingly.
groupexpressionGroup of objective targets (cannot be used in combination with any of the attributes object or slot)
keeptimerbooleanexpressionWhen this objective starts, should it continue using the timer state of the previous objective of this mission? This includes the remaining time (a time limit previously initiated via attributes endtime or duration), the elapsed time (via attribute showelapsedtime) and whether the timer has been paused via <pause_objective_timer>. If the previous objective had any timer data, it will be kept and continued, ignoring any other timer-related attributes (endtime, duration, showelapsedtime) for this objective. Consequently, if such attributes are also provided, they will only take effect if the previous objective did NOT have a displayed timer. NOTE: Even if the previous objective had an endtime that has already passed, keeptimer will keep this endtime (so that the remaining time of 0 seconds will still be displayed on screen).
objectobjectObject
offsetexpressionOffset from reference object (position or vector value - cannot be used in combination with any of the attributes slot or randomoffset)
radiusexpressionOptional radius associated with the objective. Default is 0
randomoffsetexpressionRandom offset from reference object (given as length or vector value - cannot be used in combination with any of the attributes slot or offset). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: If the same object and random offset is used as objective target multiple times, the random offset remains the same. The random offset is the same as the one generated by <create_position> with randomoffset attribute.
showelapsedtimebooleanexpressionShould the elapsed time for this objective be displayed in the message ticker? Cannot be combined with attributes endtime or duration. The elapsed time can be paused with <pause_objective_timer>.
showunknownpathbooleanexpressionShould mission guidance show the full path towards the objective target(s), even if there are unknown gates/sectors on the way? Default is false.
silentsilentobjectiveChange the objective silently? This suppresses the mission objective bar and the sound effect. Default is false
slotexpressionComponent slot or list of component slots as objective targets (cannot be used in combination with any of the attributes object, group, offset or randomoffset)
stepexpressionCorresponding step in the mission briefing that should be set to active (optional)
suggestdockingbooleanexpressionIf the target is inside a room, should mission guidance suggest docking at a suitable docking bay when the player is elsewhere in a ship or spacesuit? Default is true. Can be set to false explicitly if the target is in a room, but the mission requires the player to remain in a ship or a spacesuit. NOTE: For an objective to attack, destroy or kill a ship, docking will not be suggested anyway even when the target is docked, and setting suggestdocking to false is not required.
textexpressionObjective detail text

noneventcondition

3 attributes, used by 26 commands

AttributeTypeDescription
chanceexpressionPercentage chance of condition being checked (condition fails if not)
commentcommentComment for documentation purposes only
negatenegateconditionNegate condition?

objectboost

5 attributes, used by 2 commands

AttributeTypeDescription
decayexpressionDecay rate
delayexpressionDecay delay
factionfactionexprlookup 30Faction the boost is towards ('otherobject' takes preference if provided)
object*objectObject
otherobjectexpressionObject the boost is towards, using the object's apparent owner (takes preference over 'faction')

objecteventsource

3 attributes, used by 164 commands

AttributeTypeDescription
checkcheckeventsourceProduce an error message if the provided event object does not exist? Default is true. NOTE: If the event object is a variable or a changeable property, changing it at a later time has no direct effect on this event condition, i.e. it is not re-enabled automatically. It is only updated under certain conditions, e.g. when loading a savegame or when the event condition is restarted explicitly (resetting MD cue or starting AI script).
groupgroupeventsourceGroup of event objects (can be supplied instead of a single event object). The check attribute does not apply. The group is required to exist but may be empty. Adding/removing group members is possible even after the event is set up.
objectexpressionEvent object (required if group attribute not supplied)

objectrelationboost

6 attributes, used by 2 commands

AttributeTypeDescription
decayexpressionDecay rate
delayexpressionDecay delay
factionfactionexprlookup 30Faction the boost is towards ('otherobject' takes preference if provided)
object*objectObject
otherobjectexpressionObject the boost is towards, using the object's apparent owner (takes preference over 'faction')
silentbooleanexpressionIs the relation boost silent, i.e. without player notification? See <event_player_relation_changed>

orientation

4 attributes, used by 1 command

AttributeTypeDescription
orientation*orientationlookup 8
refobjectexpressionPosition of this object will be used as refposition, for boundingbox orientations the box of this object will be used.
refpositionexpressionPosition the orientation refers to in objectspace (e.g. look_at means look from the object position to the refposition), ignored if refobject is set. Warning: Using a sectorposition will not give you the result you are expecting. The position needs to be relative to the object (not relative to the sector origin).
spaceexpressionReference space to be used if the refposition attribute is supplied. Defaults to the space supplied by the parent XML node, if applicable, otherwise to the object's parent space.

playerchoice

5 attributes, used by 4 commands

AttributeTypeDescription
highlightedbooleanexpressionOptional, set to true to highlight the option and to indicate that it is mission-related (defaults to false)
positionuipositionlookup 7Position in conversation menu (a free position is selected if not supplied). This can be either a fixed named value, or a variable script expression (providing the option number between 1 and 6).
selectablebooleanexpressionOptional, determines whether the option is selectable. Defaults to true if not supplied.
text*expressionChoice text
tooltipexpressionOptional, specifies the tooltip displayed for this option.

position

15 attributes, used by 3 commands

AttributeTypeDescription
autoadvanceseedautoadvancerandomseedAuto-advance seed used for random number evaluation.
exactexpressionExact value (takes priority over min/max/profile/scale)
listexpressionList of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set)
maxexpressionMaximum random number (ignored if exact is set)
minexpressionMinimum random number (ignored if exact is set)
objectexpressionAn object (or any positional) to use the offset of. If coordinates or a position value are supplied, they are interpreted as relative to the object. If space is not supplied, the object's parent will be taken as the space unless a suitable space is supplied by the parent XML node.
profileprofilelookup 5Random number profile (ignored if exact is set)
randomoffsetexpressionRandom offset from provided object (given as length or vector value - can be combined with coordinate attributes, but cannot be used in combination with value attribute). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: Using the same randomoffset value with the same object multiple times will always yield the same random offset. NOTE: In order to retrieve only the random offset (relative to the object itself), the space attribute value has to set to the object.
scaleanyScale of random number profile (ignored if exact is set or if profile is flat)
seedfixedrandomseedFixed seed used for random number evaluation.
spaceexpressionReference space to be used if the object attribute is supplied. Defaults to the space supplied by the parent XML node, if applicable, otherwise to the object's parent space.
valueexpressionPosition value (can be combined with coordinate attributes, but cannot be used in combination with randomoffset attribute)
xexpressionX coordinate
yexpressionY coordinate
zexpressionZ coordinate

random

8 attributes, used by 36 commands

AttributeTypeDescription
autoadvanceseedautoadvancerandomseedAuto-advance seed used for random number evaluation.
exactexpressionExact value (takes priority over min/max/profile/scale)
listexpressionList of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set)
maxexpressionMaximum random number (ignored if exact is set)
minexpressionMinimum random number (ignored if exact is set)
profileprofilelookup 5Random number profile (ignored if exact is set)
scaleanyScale of random number profile (ignored if exact is set or if profile is flat)
seedfixedrandomseedFixed seed used for random number evaluation.

range

4 attributes, used by 18 commands

AttributeTypeDescription
exactexpressionExact value to match (takes priority over list and min/max)
listexpressionList of matching values (takes priority over min/max, ignored if exact is set)
maxexpressionMaximum matching value (ignored if exact is set)
minexpressionMinimum matching value (ignored if exact is set)

rangewithoutlist NEW

3 attributes, used by 0 commands

Game versionsnew in 9.00

AttributeTypeDescription
exactNEWexpressionExact value to match (takes priority over min/max)
maxNEWexpressionMaximum matching value (ignored if exact is set)
minNEWexpressionMinimum matching value (ignored if exact is set)

resetobjectboost

3 attributes, used by 2 commands

AttributeTypeDescription
factionfactionexprlookup 30Faction the boost is towards ('otherobject' takes preference if provided)
object*objectObject
otherobjectexpressionObject the boost is towards, using the object's apparent owner (takes preference over 'faction')

rgbcolour

3 attributes, used by 1 command

AttributeTypeDescription
bcolourBlue.
gcolourGreen.
rcolourRed.

rotation

4 attributes, used by 1 command

AttributeTypeDescription
pitchexpressionPitch rotation
rollexpressionRoll rotation
valueexpressionRotation value, used in preference to angles if supplied
yawexpressionYaw rotation

safepos

25 attributes, used by 1 command

AttributeTypeDescription
allowyaxisbooleanAllow the generated position to also use the up/down axis, defaults to true
angleexpressionAngle tolerance from the specified direction
autoadvanceseedautoadvancerandomseedAuto-advance seed used for random number evaluation.
directionquadrantlookup 7Direction for safepos checks. Based on the orientation of the 'directionobject' if provided. Can be combined with 'direction2'
direction2quadrantlookup 7Direction for safepos checks. Based on the orientation of the 'directionobject' if provided. Can be combined with 'direction' but ignored if opposing
directionobjectexpressionDirection object for safepos checks. If direction is not specified, the direction is considered to be from the base position to this object
exactexpressionExact value (takes priority over min/max/profile/scale)
ignoredobjectObject
ignoredangerousregionsbooleanexpressionIgnore dangerous regions (defaults to false)
includefiringrangebooleanexpressionAvoid the firing range of turrets (defaults to false)
includeplotboxbooleanexpressionAvoid the plot box of stations (defaults to false)
listexpressionList of values, from which one value will be selected randomly (takes priority over min/max/profile/scale, ignored if exact is set)
maxexpressionMaximum random number (ignored if exact is set)
minexpressionMinimum random number (ignored if exact is set)
objectexpressionAn object (or any positional) to use the offset of. If coordinates or a position value are supplied, they are interpreted as relative to the object. If space is not supplied, the object's parent will be taken as the space unless a suitable space is supplied by the parent XML node.
profileprofilelookup 5Random number profile (ignored if exact is set)
radiusexpressionRadius to indicate necessary space required for a safe position (optional, typically defaults to the radius of the bounding box if an object or macro is supplied)
randomoffsetexpressionRandom offset from provided object (given as length or vector value - can be combined with coordinate attributes, but cannot be used in combination with value attribute). When a length is given, it specifies the maximal offset distance from the object in any direction (equivalent to a vector with identical X/Y/Z extents). When a vector is given, it specifies an ellipsoid with given X/Y/Z extents around the object - the random offset is a vector to a random point inside the ellipsoid. NOTE: Using the same randomoffset value with the same object multiple times will always yield the same random offset. NOTE: In order to retrieve only the random offset (relative to the object itself), the space attribute value has to set to the object.
scaleanyScale of random number profile (ignored if exact is set or if profile is flat)
seedfixedrandomseedFixed seed used for random number evaluation.
spaceexpressionReference space to be used if the object attribute is supplied. Defaults to the space supplied by the parent XML node, if applicable, otherwise to the object's parent space.
valueexpressionPosition value (can be combined with coordinate attributes, but cannot be used in combination with randomoffset attribute)
xexpressionX coordinate
yexpressionY coordinate
zexpressionZ coordinate

setentityflags

9 attributes, used by 2 commands

AttributeTypeDescription
busybooleanexpressionSet whether currently busy or not? Busy actors do not activly control objects.
customhandlerbooleanexpressionIs there a custom comm handler for player-initiated comm.? If so, this suppresses the generic <event_conversation_started> handler to avoid interference.
hiddenbooleanexpressionSet whether the actor hidden in their room.
intransitbooleanexpressionSet whether currently in transit or not? In transit actors do not activly control objects.
missionactorbooleanexpressionSet whether the actor is a mission actor or not.
remotebooleanexpressionSet whether the actor is remote commable or not. (only relevant for NPC actors, not NPC templates and is automatically set when NPC is instanced and unset when creating a template)
subtitlenamebooleanexpressionSet whether the actor name should be included in subtitles when this entity speaks
temporarybooleanexpressionSet whether the actor is temporary or not.
tradesvisiblebooleanexpressionSet trades to visible or invisible. Trades are hidden unless explicitly made visible. (e.g. Shady Guy)

showhelp

11 attributes, used by 2 commands

AttributeTypeDescription
allowclosebooleanexpressionWhether the player is allowed to close the hint, use with care (default is false)
allowinmenuexpressionWhitelist this help text in menus which normally forbid them (e.g. the options menu) - format 'MenuA MenuB MenuC'
allowpausebooleanexpressionPause keeps the help text open (default is true)
colorexpressionDefines the text color in the format [r, g, b, a] - default is white
durationexpressionDuration of help text display. If not provided, a suitable duration will be calculated.
halignexpressionHorizontal alignment of the hint text (default is 'left')
logbooleanexpressionAdd help text to logbook? Default is false
positionexpressionPosition of help text (defined in parameters.xml) - defaults to 0
successlvalueexpressionOptional name of the value that will be set to true if successful, false in case of failure (e.g. because it's a non-forced hint that was already shown, or one that references an unmapped input)
timeoutbooleanexpressionWhether the hint will timeout after duration (default is true); use with care, if allowclose is false (its default)
widthexpressionFactor to modify help text width in percent (default is 200, minimum is 50)

sortresult

5 attributes, used by 1 command

Game versionsup to 8.00, gone in 9.00

AttributeTypeDescription
sortbydistanceto ≤ 8.00expressionSort matching objects by distance to provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable)
sortbygatedistancefrom ≤ 8.00expressionSort matching objects by number of gate jumps from provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable). This automatically excludes any objects without a valid gate distance (i.e. objects to which there is no path through the galaxy from the provided object) from the result.
sortbygatedistanceto ≤ 8.00expressionSort matching objects by number of gate jumps to provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable). This automatically excludes any objects without a valid gate distance (i.e. objects from which there is no path through the galaxy to the provided object) from the result.
sortbyvalue ≤ 8.00expressionSort matching objects by a numeric value per object, provided by this script expression, which is evaluated for each object and can access the current object via 'loop.element' (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable)
sortdescending ≤ 8.00booleanexpressionShould the objects be sorted in descending order? In this case the first object will have the highest associated value (e.g. largest distance when sorting by distance). This has no effect if no sort criteria are defined.

sortresultwithlimit

6 attributes, used by 35 commands

AttributeTypeDescription
sortbydistancetoexpressionSort matching objects by distance to provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable)
sortbygatedistancefromexpressionSort matching objects by number of gate jumps from provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable). This automatically excludes any objects without a valid gate distance (i.e. objects to which there is no path through the galaxy from the provided object) from the result.
sortbygatedistancetoexpressionSort matching objects by number of gate jumps to provided object (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable). This automatically excludes any objects without a valid gate distance (i.e. objects from which there is no path through the galaxy to the provided object) from the result.
sortbyvalueexpressionSort matching objects by a numeric value per object, provided by this script expression, which is evaluated for each object and can access the current object via 'loop.element' (only one sortby* attribute can be used; see also sortdescending and sortlimit, if applicable)
sortdescendingbooleanexpressionShould the objects be sorted in descending order? In this case the first object will have the highest associated value (e.g. largest distance when sorting by distance). This has no effect if no sort criteria are defined.
sortlimitexpressionOptional maximum for the number of provided results after sorting. This has no effect if multiple="false" or if no sort criteria are defined.

spacereservation

9 attributes, used by 1 command

AttributeTypeDescription
checkbooleanexpressionIf true, this will check whether the reserving component's bounding box would fit into the reserved space and output an error, if not (defaults to true).
component*expressionReserving component. Remember this component to cancel the reservation when it is no longer needed.
duration*expressionDuration of the reservation. Will output an error if it exceeds the maximum reservation duration (see parameters.xml).
ignoreselfbooleanexpressionIf true, this reservation request will ignore any existing reservations from the reserving component (defaults to true).
index*lvalueexpressionName of the value that will receive a unique index for the component's reservation. Important for cancelling the reservation again. Contains null if reservation couldn't be evaluated.
safezone*lvalueexpressionName of the value that will receive the zone in which the reservation was registered. Important for cancelling the reservation again. Contains null if reservation couldn't be evaluated.
xexpressionX dimension of reserved space box. Cannot be used in combination with radius. Specifying x requires specifying y and z. Defaults to the reserving component's bounding box's x.
yexpressionY dimension of reserved space box. Cannot be used in combination with radius. Specifying y requires specifying x and z. Defaults to the reserving component's bounding box's y.
zexpressionZ dimension of reserved space box. Cannot be used in combination with radius. Specifying z requires specifying x and y. Defaults to the reserving component's bounding box's z.

terraformingeffectattributes

8 attributes, used by 0 commands

AttributeTypeDescription
beneficialbooleanexpressionWhether this effect is beneficial. Defaults to true. Only required if it's not a stat change or a setback, in which case the code determines it.
changeexpressionStat change that will be applied
maxexpressionThe maximum value of the stat after applying the change. Defaults to no maximum. Ignored if stat is "population"
minexpressionThe minimum value of the stat after applying the change. Defaults to no minimum. Ignored if stat is "population"
onfailbooleanexpressionWhether this effect also happens on failure. Defaults to false. Ignored if stat is "population"
statexpressionStat ID (see terraforming.xml for valid values) or "population"
textexpressionOverride text (optional if a stat is defined)
valueexpressionStat value that will be set, used if change if 0. min/max do not apply. Ignored if stat is "population"

terraformingstat

2 attributes, used by 2 commands

AttributeTypeDescription
cluster*clusterCluster
id*expressionStat ID (see terraforming.xml for valid values) or "population"

userdataname

8 attributes, used by 2 commands

AttributeTypeDescription
knownstateexpressionKnown state name (when setting, 'value' must contain a positive integer, 'known_' prefix recommended)
moneystateexpressionMoney state name (when setting, 'value' must contain a positive money value, 'money_' prefix recommended)
nameexpressionGeneral userdata value name (when setting, 'value' can contain any numeric value)
peoplestateexpressionPeople state name (when setting, 'value' must contain a positive integer, 'people_' prefix recommended)
relationstateexpressionRelation state name (when setting, 'value' must contain a positive integer, 'relation_' prefix recommended)
requiresignedxs:booleanSet value only in signed userdata file? (implies 'signed' set to true, action is silently skipped in modified games where signed userdata is not accessible)
signedxs:booleanSet value in signed userdata file? (ingored except when used with 'name' attribute in an unmodified game)
storystateexpressionStory state name (when setting, 'value' must contain a positive integer, 'story_' prefix recommended)

vector

4 attributes, used by 0 commands

AttributeTypeDescription
valueexpressionVector value (can be combined with coordinate attributes)
xexpressionX coordinate
yexpressionY coordinate
zexpressionZ coordinate

voicedataattributes

6 attributes, used by 2 commands

AttributeTypeDescription
delayspeakdelayOptional short delay before the speech. Note that the delay is technically treated like a part of the actual speech, except for the display of subtitles and for the time value of a speak timer.
emotionspeakemotionOptional emotion description: Either a single emote ID string (triggered at the start of the speak) or a list [ offset1, emote1, offset2, emote2, ... ], with pairs of relative offsets and emote ID strings. Each offset is a value between 0.0 and 1.0, relative to the duration of the speak. NOTE: time offsets are not supported. A value of null is allowed and has no effect.
interruptontimerspeakinterruptontimerWhen used together with the timer attribute, should the speak be interrupted automatically when the timer is triggered? If used, it is guaranteed that param3 of <event_speak_finished> will not be 0. Defaults to false.
linelineorlistLine ID or a list of line IDs on a text page (list may include time values within the line ID sequence, to insert delays/pauses between lines)
pagepagewithdefaultText page ID (defaults to the speaker's voice page if not supplied)
timerspeaktimerOptional timer value to request an <event_speak_timer_triggered> event at a certain time while a speak voice sample is played: Specify either a value of type time as an absolute real-time offset (e.g. 500ms to trigger the event after half a second), or a value of type float, relative to the duration of the speak (e.g. 0.5 to trigger the event after 50 percent of the speak duration). A negative value of either type is interpreted as the time before the end of the speak (e.g. -500ms to trigger half a second before the speak ends). The timer event is guaranteed to be triggered before <event_speak_finished>. If the speak fails or gets interrupted for any reason (possibly even before the requested time), both <event_speak_timer_triggered> and <event_speak_finished> will be triggered in this order, each with param3 indicating the failure reason. The event timing accuracy is about 50ms. It is not possible to trigger more than one timer event per speak. See also attribute interruptontimer.

Types

The named types the attributes above are declared with, with their allowed values where the schema fixes them.

activityexprlookup enum

Player activity

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • activity.none No activity
  • activity.scan_longrange Long-Range Scanning activity
  • activity.scan Object Scanning activity
  • activity.travel Travel drive

actor pattern

Actor object (NPC)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

agentresultexprlookup enum

Agent result state

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • agentresult.injured
  • agentresult.killed
  • agentresult.survived

alertlevellookup enum

based on xs:string

  • green No alert
  • red Red alert
  • yellow Yellow alert

ammotypelookup enum

based on xs:string

  • missile
  • countermeasure
  • deployable

animationtriggerlookup enum

based on xs:string

  • abort
  • assign_dockingbay
  • attacked
  • activate
  • activate_turret_hatch
  • activate_chair
  • activate_chair_holo
  • activate_chair_steering
  • activate_chair_steering_par
  • activate_cockpit
  • activate_dockguidance
  • activate_dockingbay_warning
  • activate_landinggears
  • battlestate_red
  • battlestate_yellow
  • battlestate_jumpprep
  • chairconfig_default
  • chairconfig_paranid
  • chargeon
  • chargeoff
  • close_cockpit
  • close_dockingbay
  • close_dockingbay_fence
  • close_doors
  • close_doors2
  • close_hangar
  • cockpit_active
  • cockpit_inactive
  • collapsebubble
  • damage_high
  • damage_low
  • damage_medium
  • damage_none
  • deactivate
  • deactivate_turret_hatch
  • deactivate_chair
  • deactivate_chair_holo
  • deactivate_chair_steering
  • deactivate_cockpit
  • deactivate_dockguidance
  • deactivate_dockingbay_warning
  • deactivate_landinggears
  • fan_activate
  • fan_deactivate
  • fire
  • gateon
  • open_cockpit
  • open_dockingbay
  • open_dockingbay_fence
  • open_doors
  • open_doors2
  • open_hangar
  • quickenter
  • retrieve_ship
  • retrieve_ship_faster
  • retrieve_ship_fastest
  • shrinkbubble
  • startcontrol
  • stopcontrol
  • store_ship
  • store_ship_faster
  • store_ship_fastest
  • unassign_dockingbay
  • wave_activatewarning
  • wave_activatewave
  • wave_deactivatewarning
  • music_default
  • music_01
  • music_02
  • music_03
  • music_04
  • music_off

assignment enum

Subordinate assignment

based on assignmentexprlookup, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • assignment.defence
  • assignment.attack
  • assignment.interception
  • assignment.bombardment
  • assignment.positiondefence
  • assignment.assist
  • assignment.mining
  • assignment.trade
  • assignment.build
  • assignment.supplyfleet
  • assignment.tradeforbuildstorage
  • assignment.salvage
  • assignment.follow
  • assignment.police
  • assignment.watchdog
  • assignment.prospect ≥ 9.00

assignmentexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • assignment.defence Defends commander. If commander is a ship, responds to attacks on the commander and other members of the fleet but stays within 20km of the commander. If assigned to a station, guards the space around the commander out to the subordinate's maxradarrange.
  • assignment.attack Attacks with the commander. If commander is AI, inherits commander's Attack orders. If commander is the player, attacks whatever the player hits with weapons fire. Only available to ship subordinates.
  • assignment.interception Detects and pre-emptively attacks any hostile S or M ships detected in gravidar. Only available to ship subordinates.
  • assignment.bombardment Detects and pre-emptively attacks any hostile L or XL ships detected in gravidar. Only available to ship subordinates.
  • assignment.positiondefence Exclusively available to subordinates of carriers. Defends an area potentially remote from their fleet, but is able to detect attacks and respond to attacks to the rest of their fleet and go back to the carrier for repairs.
  • assignment.assist Inherits the commander's default order. In cases where default order functionality is skill-limited, they try to do it to the best of their own ability. Only available to ship subordinates.
  • assignment.mining Mines for their commander. Only available to subordinates of stations or mining rigs.
  • assignment.trade Trades for their commander. Only available to subordinates of stations or fleet auxiliary ships.
  • assignment.build
  • assignment.supplyfleet Makes itself available to provide repair and supplies for its fleet, and tries to make sure it maintains ample stores for those activities.
  • assignment.tradeforbuildstorage Trades for a station's buildstorage. Only available to station subordinates.
  • assignment.salvage Collects salvage and delivers it to their commander. Only available to station subordinates.
  • assignment.follow Follows their commander.
  • assignment.police
  • assignment.watchdog
  • assignment.prospect ≥ 9.00 Searches for minable resources for their commander. Only available to subordinates of stations or mining rigs.

asteroid pattern

Asteroid

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

attackedcomponent pattern

Attacked component object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

attackedobject pattern

Attacked object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

attackedrequired pattern

Object which is attacked, or group of objects (attribute must be present if attacker not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

attacker pattern

Attacker object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

attackerrequired pattern

Object which is attacking the target (attribute must be present if target not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

attentionexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • attention.unknown
  • attention.ingalaxy
  • attention.incluster
  • attention.sectorvisible
  • attention.insector
  • attention.adjacentzone
  • attention.visible
  • attention.inzone
  • attention.nearby
  • attention.adjacentroom
  • attention.inroom

autoadvancerandomseed pattern

Source for auto-advance random number seed (either a numerical value or an object with a generation seed provided by their spawner). NOTE: The seed value is updated automatically in all cases. When providing a variable with a numerical value, it will receive the updated seed. There is no need to use <advance_seed> after each random number generation with this attribute. Ignored if seed attribute is provided in cases where both can be used.

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

blacklistgrouplookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • blacklistgroup.civilian
  • blacklistgroup.military

blacklisttypelookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • blacklisttype.sectortravel
  • blacklisttype.sectoractivity
  • blacklisttype.objectactivity

boardingbehaviourlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • boardingbehaviour.attackescorts
  • boardingbehaviour.targetengines
  • boardingbehaviour.targetturrets
  • boardingbehaviour.disabletarget
  • boardingbehaviour.maintaindistance

boardingphaselookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • boardingphase.setup
  • boardingphase.pre_approach
  • boardingphase.approach
  • boardingphase.pre_infiltration
  • boardingphase.infiltration
  • boardingphase.internalfight
  • boardingphase.failed

boolean simple

based on xs:boolean

booleanexpression union

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

build pattern

Build Task

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

buildissueflaglist simple

Build issue flag list (use as many as required, space-separated)

buildmethodlookup enum

based on xs:string

  • default Universal
  • argon
  • boron
  • closedloop
  • paranid
  • recycling
  • split
  • teladi
  • terran
  • xenon

buildprocessor pattern

Build processor

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

buyer pattern

Buyer object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

checkeventsource simple

Produce an error message if the provided event object does not exist? Default is true. NOTE: If the event object is a variable or a changeable property, changing it at a later time has no direct effect on this event condition, i.e. it is not re-enabled automatically. It is only updated under certain conditions, e.g. when loading a savegame or when the event condition is restarted explicitly (resetting MD cue or starting AI script).

based on boolean

claimedrequired pattern

Object which is claimed, or group of objects (attribute must be present if pilot not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

claimerrequired pattern

The claiming entity, or group of entities (attribute must be present if claimed not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

classlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • class.component Component
  • class.buildprocessor Build processor
  • class.accessory
  • class.bullet
  • class.countermeasure
  • class.crate
  • class.positional
  • class.adsign
  • class.buildmodule
  • class.cargobay
  • class.construction
  • class.controlpanel
  • class.destructible
  • class.dockarea
  • class.engine
  • class.habitation
  • class.interior
  • class.launcher
  • class.lock
  • class.module
  • class.navcontext
  • class.pier
  • class.processingmodule
  • class.production
  • class.radar
  • class.scanner
  • class.shieldgenerator
  • class.storage
  • class.turret
  • class.ventureplatform
  • class.walkablemodule
  • class.welfaremodule
  • class.weapon
  • class.adsignobject
  • class.asteroid
  • class.bomb
  • class.checkpoint
  • class.collectable
  • class.container
  • class.controllable
  • class.datavault
  • class.defensible
  • class.drop
  • class.explosive
  • class.gate
  • class.highwayentrygate
  • class.highwayexitgate
  • class.lockbox
  • class.mine
  • class.missile
  • class.navbeacon
  • class.nebula
  • class.object
  • class.recyclable
  • class.resourceprobe
  • class.satellite
  • class.ship
  • class.spacesuit
  • class.ship_xs
  • class.ship_s
  • class.ship_m
  • class.ship_l
  • class.ship_xl
  • class.station
  • class.entity
  • class.player
  • class.nonplayer
  • class.computer
  • class.npc
  • class.area
  • class.cluster
  • class.galaxy
  • class.highway
  • class.sector
  • class.zone
  • class.room
  • class.cockpit
  • class.controlroom
  • class.dockingbay
  • class.transporterroom

cluster pattern

Cluster

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

colour pattern

Colour Value (0 - 255)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

commandactionlookup enum

Command action

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • commandaction.standingby Stand By Command action (no param)
  • commandaction.calculating Calculating parameters action (no param)
  • commandaction.repairingto Reparing to component Command action (param = component to repair)
  • commandaction.repairchecking Stand By Command action (no param)
  • commandaction.scanningto Scanning to component Command action (param = component to scan)
  • commandaction.searchingresources Searching resources Command action (no param)
  • commandaction.executingtrade Executing Trade Command action (no param)
  • commandaction.docking Docking Command action (no param)
  • commandaction.undocking Undocking (also detach from masstraffic) Command action (no param)
  • commandaction.waitingtodock Waiting for a free dock Command action (no param)
  • commandaction.attacking Attacking Enemies Command action (no param)
  • commandaction.attackingto Attacking to Enemy Command action (param = enemy object)
  • commandaction.flying Flying Command action (no param)
  • commandaction.flyingto Flying to zone Command action (param = destination zone)
  • commandaction.jumping Jumping Command action (no param)
  • commandaction.searchingtrades Searching for trades Command action (no param)
  • commandaction.waitingdrones Waiting for drones to dock (detach from masstraffic) Command action (no param)
  • commandaction.investigating Investigating Object Command action (param = object being investigated)
  • commandaction.building Building Command action (no param)
  • commandaction.buildingto Building Object Command action (param = object being built)
  • commandaction.orderfailed Error. Unable to execute order and standing by.

commandlookup enum

Command

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • command.attackenemies Attack Enemies Command (no param)
  • command.attackobject Attack Object Command (param = the target to attack)
  • command.buildexpansion Build Expansion Command (no param)
  • command.buildship Build Ship Command (no param)
  • command.buildstation Build Station Command (no param)
  • command.buildupgrades Build Upgrades Command (no param)
  • command.collect Collect Command (param = the object to collect)
  • command.dockat Dock at Command (param = the object to dock at)
  • command.freemining Free Mining Command (no param)
  • command.freetrade Free Trading Command (no param)
  • command.follow Follow Command (param = the object to follow)
  • command.escort Escort Command (param = the object to escort)
  • command.mining Mining Command (param = the zone where stuff is mined)
  • command.move Move Command for object (param = the object to fly to)
  • command.movetozone Move Command for zone (param = the zone to fly to)
  • command.patrol Patrol Command (no param)
  • command.police Police Command (no param)
  • command.protect Protect Command (param = the object to protect)
  • command.refuel Refuel Command (param = amount of fuel)
  • command.repair Repair Command (no param)
  • command.scan Scan Object Command (no param)
  • command.support Support Command (param = the object to support)
  • command.searchresources Search for Resources Command
  • command.searchtrades Search for Trades Command
  • command.trade Trade Command (param = the object to trade with)
  • command.wait Wait Command
  • command.explore Explore Command
  • command.withdrawbattle Withdraw from Battle Command
  • command.resupply Resupply command
  • command.recon Reconnoiter command
  • command.investigate Investigate command
  • command.recycle Recycle command

comment simple

Comment for documentation purposes only

based on xs:string

componentstateexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • componentstate.construction
  • componentstate.operational
  • componentstate.wreck

container pattern

Container (ship or station)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

controlpaneltypelookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • controlpaneltype.hack_all_turrets
  • controlpaneltype.hack_buildmodules
  • controlpaneltype.hack_discount
  • controlpaneltype.hack_engineer
  • controlpaneltype.hack_production
  • controlpaneltype.hack_shieldgenerators
  • controlpaneltype.hack_storage
  • controlpaneltype.hack_watchdogs
  • controlpaneltype.hack_hiringdiscount
  • controlpaneltype.hack_moddingdiscount
  • controlpaneltype.hack_repairdiscount
  • controlpaneltype.hack_traderdiscount
  • controlpaneltype.hack_radar
  • controlpaneltype.access_scanner
  • controlpaneltype.access_jukebox
  • controlpaneltype.access_dockcamera
  • controlpaneltype.access_externalcamera
  • controlpaneltype.access_peoplelist

controlpost enum

Control post

based on controlpostexprlookup, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • controlpost.aipilot
  • controlpost.defence
  • controlpost.manager
  • controlpost.engineer
  • controlpost.shadyguy
  • controlpost.shiptrader
  • controlpost.trainee_individual

controlpostexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • controlpost.aipilot
  • controlpost.defence
  • controlpost.manager
  • controlpost.engineer
  • controlpost.shadyguy
  • controlpost.shiptrader
  • controlpost.trainee_individual

conversation pattern

Conversation name

based on namestring, 1 pattern

Pattern: [^']*

countresult pattern

Single result value if multiple="false", otherwise list of result values

based on lvalueexpression, 3 patterns

Pattern: *[$][a-zA-Z0-9_]+ * or *[A-Za-z_$(]([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*\. *((\{([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] … or *(stat|userdata) *\. *[a-zA-Z_][a-zA-Z0-9_]* *

crate pattern

Crate (on first-person platform)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

cuename pattern

Cue name

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

cutscenekey pattern

Cutscene key name

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

damagedcomponent pattern

Damaged component

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

deployablecategorylookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • deployablecategory.lasertower
  • deployablecategory.mine
  • deployablecategory.navbeacon
  • deployablecategory.resourceprobe
  • deployablecategory.satellite

destructible pattern

Destructible

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

diplomacyexclusionflaglist simple

Diplomacy exclusion reason flag list (use as many as required, space-separated)

dismantledcomponent pattern

Dismantled component

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

dismantleprocessor pattern

Dismantle processor

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

docked pattern

Ship is docked or parked at another object, including internal storage and piers

based on booleanexpression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

dronemodeexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • dronemode.attackenemies
  • dronemode.autoassist
  • dronemode.defend
  • dronemode.escort
  • dronemode.missiledefence
  • dronemode.collectanymineable
  • dronemode.collectice
  • dronemode.collectnividium
  • dronemode.collectore
  • dronemode.collectsilicon
  • dronemode.collecthelium
  • dronemode.collecthydrogen
  • dronemode.collectmethane
  • dronemode.collectanycrate
  • dronemode.collectillegal
  • dronemode.collectlegal
  • dronemode.collectselected
  • dronemode.trade

dropware pattern

Ware (paired with min-max/exact attributes) or ware amount table where the key is the ware and value is the amount

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

encountertypelookup enum

based on xs:string

  • destruction Object has been destroyed.
  • damage Object has been damaged. Param = string describing the severity: low, medium, high
  • loot Object has acquired loot. Param = string describing the value: low, medium, high

entity pattern

Entity

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

entityclasslookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • class.entity Entity
  • class.player Player
  • class.nonplayer Non-player
  • class.computer Computer
  • class.npc NPC

entityrole enum

Actor (entity) role

based on entityroleexprlookup, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • entityrole.service
  • entityrole.marine
  • entityrole.passenger
  • entityrole.prisoner
  • entityrole.trainee_group
  • entityrole.worker
  • entityrole.unassigned

entityroleexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • entityrole.service
  • entityrole.marine
  • entityrole.passenger
  • entityrole.prisoner
  • entityrole.trainee_group
  • entityrole.worker
  • entityrole.unassigned

entityrolelookup enum

based on xs:string

  • service
  • marine
  • passenger
  • prisoner
  • trainee_group
  • worker
  • unassigned

entitytype enum

Actor (entity) type

based on entitytypeexprlookup, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • entitytype.officer
  • entitytype.trader
  • entitytype.factionrepresentative
  • entitytype.shadyguy
  • entitytype.crowd
  • entitytype.agent

entitytypeexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • entitytype.officer
  • entitytype.trader
  • entitytype.factionrepresentative
  • entitytype.shadyguy
  • entitytype.crowd
  • entitytype.agent

enumeration enum

  • activate_chair Have the chair animate to its active position
  • deactivate_chair Have the chair animation to its inactive position
  • invalid Have the chair remain in its current activation state

eventtradeoffer pattern

Trade offer to match. All other attributes and amount check nodes are ignored.

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

expression pattern

based on xs:string, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

extendedweaponmodelookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • weaponmode.autoassist Automatically target the current target (player only)
  • weaponmode.holdfire Do not shoot
  • weaponmode.any
  • weaponmode.attackenemies
  • weaponmode.attackcapital
  • weaponmode.attackfighters
  • weaponmode.defend
  • weaponmode.mining
  • weaponmode.missiledefence
  • weaponmode.prefercapital
  • weaponmode.preferfighters
  • weaponmode.prefermissiles
  • weaponmode.towing

faction enum

Faction

based on factionexprlookup, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • faction.alliance
  • faction.antigone
  • faction.argon
  • faction.boron
  • faction.buccaneers
  • faction.court
  • faction.civilian
  • faction.criminal
  • faction.outlaw
  • faction.freesplit
  • faction.hatikvah
  • faction.holyorder
  • faction.holyorderfanatic
  • faction.kaori
  • faction.khaak
  • faction.loanshark
  • faction.ministry
  • faction.ownerless
  • faction.paranid
  • faction.pioneers
  • faction.player
  • faction.scaleplate
  • faction.scavenger
  • faction.smuggler
  • faction.split
  • faction.teladi
  • faction.terran
  • faction.trinity
  • faction.yaki
  • faction.xenon

factionexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • faction.alliance Alliance of the Word
  • faction.antigone Antigone Republic
  • faction.argon Argon Federation
  • faction.boron Boron (only valid if Kingdom End extension is active)
  • faction.buccaneers Duke's Buccaneers
  • faction.court Court of Curbs (only valid if Split Vendetta extension is active)
  • faction.civilian Civilian
  • faction.criminal Criminal
  • faction.outlaw Outlaw (alternative to "criminal" with different relations, for use in missions)
  • faction.freesplit Free Families (only valid if Split Vendetta extension is active)
  • faction.hatikvah Hatikvah Free League
  • faction.holyorder Holy Order of the Pontifex
  • faction.holyorderfanatic Holy Order Faithful
  • faction.kaori Quettanauts (only valid if Timelines extension is active)
  • faction.khaak Kha'ak
  • faction.loanshark Loanshark / Vigor syndicate (only valid if Tides of Avarice extension is active)
  • faction.ministry Ministry of Finance
  • faction.ownerless Ownerless
  • faction.paranid Paranid
  • faction.pioneers Pioneers (only valid if Cradle of Humanity extension is active)
  • faction.player Player
  • faction.scaleplate Scale Plate Pact
  • faction.scavenger Scavengers (only valid if Tides of Avarice extension is active)
  • faction.smuggler Smuggler
  • faction.split Zyarth Patriarchy (only valid if Split Vendetta extension is active)
  • faction.teladi Teladi Company
  • faction.terran Terran main faction (only valid if either Cradle of Humanity extension or Timelines extension is active)
  • faction.trinity Realm of the Trinity
  • faction.yaki Yaki (only valid if Cradle of Humanity extension is active)
  • faction.xenon Xenon

factionorobject pattern

Faction or Object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

fbehaviourlookup enum

Flight behaviour

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • flightbehaviour.default
  • flightbehaviour.generic
  • flightbehaviour.none
  • flightbehaviour.attackrun
  • flightbehaviour.bigfight
  • flightbehaviour.boardingpod
  • flightbehaviour.chase
  • flightbehaviour.crazyivan
  • flightbehaviour.dock
  • flightbehaviour.dockpath
  • flightbehaviour.dock_highspeed
  • flightbehaviour.dogfight1
  • flightbehaviour.dogfight2
  • flightbehaviour.evasive_loop
  • flightbehaviour.evasive_random
  • flightbehaviour.evasive_roll
  • flightbehaviour.evasive_simple
  • flightbehaviour.evasive_spiral
  • flightbehaviour.gaindistance
  • flightbehaviour.guidedmissile
  • flightbehaviour.halfloop
  • flightbehaviour.hardbrake
  • flightbehaviour.lasertower
  • flightbehaviour.loop
  • flightbehaviour.mining
  • flightbehaviour.observe
  • flightbehaviour.pickup
  • flightbehaviour.racing
  • flightbehaviour.roll_cw
  • flightbehaviour.roll_ccw
  • flightbehaviour.spiral
  • flightbehaviour.steerclear
  • flightbehaviour.swarmdrone
  • flightbehaviour.undock
  • flightbehaviour.undockpath

fcmlookup enum

Flight control model

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • flightcontrolmodel.forced
  • flightcontrolmodel.highway
  • flightcontrolmodel.linear
  • flightcontrolmodel.spline
  • flightcontrolmodel.steering

findappend simple

If true then the found objects are appended to the value used as the result (not the groupname result value). Should the value used as the result not be a list, it will become one, losing its previous value (default false)

based on boolean

findclusterappend simple

based on boolean

findincludeobjects simple

If true then the search will include contained objects (of class object, e.g. docked ships). Sub-components of these objects are not included, unless the recursive attribute is set. The recursive attribute takes precedence over includeobjects. Default is false.

based on boolean

findmultiple simple

If true then the result is a list of all found objects, otherwise the result is a single object or null (default is true for count_ conditions, false for find_ actions). In case of multiple=false, the single result is the first object according to the sort criteria, or randomly selected from all matching objects if no sort criteria are specified.

based on boolean

findrecursive simple

If true then the search does not stop at contained objects, but these objects and their sub-components are searched recursively as well (default is false)

based on boolean

findrequired simple

If true then an error message will be produced if no result is found (default is false)

based on boolean

findsectorappend simple

based on boolean

fixedrandomseed pattern

Source for fixed random number seed (either a numerical value or an object with a generation seed provided by their spawner). NOTE: When using a numerical seed value, the value does not get updated automatically. In order to generate a sequence of random numbers based on the same numerical seed, use <advance_seed> after each random number generation. Takes priority over autoadvanceseed attribute in cases where both can be used.

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

formationshapelookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • formationshape.dummy unsupported - Dummy, no param
  • formationshape.circle param = radius
  • formationshape.halfcircle param = radius
  • formationshape.invpointguard param = radius
  • formationshape.pointguard param = radius
  • formationshape.randomshape unsupported
  • formationshape.rotatingcircle unsupported
  • formationshape.singlefile param = distance
  • formationshape.vshape param = distance
  • formationshape.invvshape param = distance
  • formationshape.cross param = distance
  • formationshape.crossback param = distance
  • formationshape.crossforward param = distance
  • formationshape.xshape param = distance
  • formationshape.xshapeforward param = distance
  • formationshape.xshapeback param = distance
  • formationshape.triangle param = distance
  • formationshape.lineabreast param = distance
  • formationshape.lineastern param = distance
  • formationshape.wshape param = distance
  • formationshape.eagle param = distance
  • formationshape.twin param = distance
  • formationshape.vulcan param = distance
  • formationshape.dartvertical param = distance
  • formationshape.darthorizontal param = distance
  • formationshape.echelon param = distance

freemissionactorslot pattern

Is a free slot for a mission actor NPC required?

based on booleanexpression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

genericactor pattern

Actor entity (NPC) or list containing context and NPC template

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

group pattern

Group of objects

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

groupeventsource pattern

Group of event objects (can be supplied instead of a single event object). The check attribute does not apply. The group is required to exist but may be empty. Adding/removing group members is possible even after the event is set up.

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

groupname pattern

Name of the group to which the result will be added (group will be created if it does not exist yet)

based on lvalueexpression, 3 patterns

Pattern: *[$][a-zA-Z0-9_]+ * or *[A-Za-z_$(]([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*\. *((\{([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] … or *(stat|userdata) *\. *[a-zA-Z_][a-zA-Z0-9_]* *

hackedrequired pattern

Object which is hacked, or group of objects (attribute must be present if hacker not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

hackerrequired pattern

Object which performs the hacking, or group of objects (attribute must be present if hacked not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

halignlookup enum

based on xs:string

  • left
  • center
  • right

hasmasstraffic simple

Is the station connected to a mass traffic network?

based on boolean

holomap pattern

HoloMap

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

immediateorder pattern

Start this order immediately? (Optional, defaults to false.) If true, the order is inserted as the current order. If there is an active current order, it will be interrupted, so that it restarts when the new order is completed. If the current order cannot be interrupted (i.e. it's in the critical state) the new order is inserted right after it. This attribute has no effect when creating a default order.

based on booleanexpression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

infolibrarytypelookup enum

based on xs:string

  • shiptypes_xl
  • shiptypes_l
  • shiptypes_m
  • shiptypes_s
  • shiptypes_xs
  • stationtypes
  • moduletypes_production
  • moduletypes_build
  • moduletypes_storage
  • moduletypes_habitation
  • moduletypes_defence
  • moduletypes_communication
  • moduletypes_dock
  • moduletypes_pier
  • moduletypes_other
  • moduletypes_processing
  • moduletypes_venture
  • moduletypes_welfare
  • weapons_lasers
  • weapons_missilelaunchers
  • weapons_turrets
  • weapons_missileturrets
  • shieldgentypes
  • enginetypes
  • thrustertypes
  • missiletypes
  • marines
  • unique_npcs
  • wares
  • productionmethods
  • researchmethods
  • researchables
  • inventory_wares
  • races
  • factions
  • licences
  • entitytypes
  • equipmentmods
  • paintmods
  • clothingmods
  • software
  • bombs
  • lasertowers
  • mines
  • navbeacons
  • resourceprobes
  • satellites
  • timeline
  • audiologs ≥ 9.00

interrupt_conditionsref pattern

Name of a library interrupt condition set

based on namestring, 1 pattern

Pattern: [^']*

killedobject pattern

Killed object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

killer pattern

Killer object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

killmethodlookup enum

Kill method

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • killmethod.unknown Unknown
  • killmethod.collected Collected
  • killmethod.collided Collided
  • killmethod.contextkilled Context killed
  • killmethod.detached Detached (used for bombs that are turned into floating collectables)
  • killmethod.hitbyareadamage Hit by area damage
  • killmethod.hitbybomb Hit by bomb
  • killmethod.hitbybullet Hit by bullet
  • killmethod.hitbymine Hit by mine
  • killmethod.hitbymissile Hit by missile
  • killmethod.lowattentionattack Attacked in low attention
  • killmethod.removed Removed
  • killmethod.selfdestructed Self-destructed
  • killmethod.suffocated Suffocated
  • killmethod.targetpointdiscarded Target point discarded
  • killmethod.timedout Timed out
  • killmethod.weaponswap Weapon swap

labelname pattern

Label name

based on namestring, 1 pattern

Pattern: [^']*

levellookup enum

Difficulty level

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • level.trivial Trivial difficulty level
  • level.veryeasy Very easy difficulty level
  • level.easy Easy difficulty level
  • level.medium Medium difficulty level
  • level.hard Hard difficulty level
  • level.veryhard Very hard difficulty level
  • level.impossible Impossible difficulty level

licencelookup enum

based on xs:string

  • capitalequipment
  • capitalship
  • ceremonyfriend
  • ceremonyally
  • generaluseequipment
  • generaluseship
  • intelligence
  • militaryequipment
  • militaryship
  • police
  • station_gen_basic
  • station_gen_intermediate
  • station_gen_advanced
  • station_equip_sm
  • station_equip_lxl
  • station_illegal
  • station_race_basic
  • station_race_intermediate
  • station_race_advanced
  • station_venture
  • subgroupfriend
  • tradesubscription
  • innercore_access
  • outercore_access
  • shipsalecontract
  • hyperion_access
  • envoy_access
  • story_paranid_palace_module

line pattern

Line ID in a text page

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

lineorlist pattern

Line ID or a list of line IDs on a text page (list may include time values within the line ID sequence, to insert delays/pauses between lines)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

list pattern

List

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

loadingscreenmodelookup enumNEW

Loading screen mode for next module change

based on xs:string

Game versionsnew in 9.00

  • normal ≥ 9.00
  • timelines ≥ 9.00
  • timelines_reverse ≥ 9.00

loadoutflaglist simple

Loadout flag list (use as many as required, space-separated)

lockattackerrequired pattern

Attacker object (ship or station) which is doing the locking (attribute must be present if target not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

locktargetcomponent pattern

The attacker's lock target component (either the whole target object or a contained component)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

locktargetrequired pattern

The attacker's lock target object (attribute must be present if attacker not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

logcategorylookup enum

Logbook category

based on xs:string

  • general
  • missions
  • news
  • upkeep
  • diplomacy
  • alerts
  • tips

loginteractionlookup enum

Logbook interaction type

based on xs:string

  • guidance Starts guidance to the object from the logbook UI
  • showonmap Opens the map focused on the object from the logbook UI
  • showlocationonmap Opens the map at a specified location from the logbook UI (requires sector as interaction object and a position relative to the sector)

lvalueexpression pattern

based on xs:string, 3 patterns

Pattern: *[$][a-zA-Z0-9_]+ * or *[A-Za-z_$(]([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*\. *((\{([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] … or *(stat|userdata) *\. *[a-zA-Z_][a-zA-Z0-9_]* *

lvaluename pattern

Name of the value that will receive the result

based on lvalueexpression, 3 patterns

Pattern: *[$][a-zA-Z0-9_]+ * or *[A-Za-z_$(]([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*\. *((\{([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] … or *(stat|userdata) *\. *[a-zA-Z_][a-zA-Z0-9_]* *

macro pattern

Macro

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

macroname pattern

Macro name (either a plain macro string or a script expression that evaluates to a string or macro)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

marinestatuslookup enum

based on xs:string

  • infiltrating
  • fighting
  • killed

masstraffic pattern

Mass traffic network ID

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

missiongrouplookup enum

Mission group lookup

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • missiongroup.argon_police Argon Police
  • missiongroup.argon_secret_service Argon Secret Service
  • missiongroup.argon_war_holyorder Argon Vs Holy Order war
  • missiongroup.argon_war_xenon Argon Vs Xenon war
  • missiongroup.antigone_trade_guild Antigone Trade Guild
  • missiongroup.scaleplate_pirates Scale Plate Pact Pirates
  • missiongroup.terraforming Terraforming
  • missiongroup.paranid_war_holyorder Paranid vs Holyorder war
  • missiongroup.holyorder_war_argon Holyorder vs Argon war
  • missiongroup.holyorder_war_paranid Holyorder vs Paranid war
  • missiongroup.teladi_trade_guild Teladi Trade Guild
  • missiongroup.mentor_plot Mentor storyline
  • missiongroup.diplomat_mentor_plot Diplomatic Mentor Storyline
  • missiongroup.story_boso Boso Storyline
  • missiongroup.story_hatikvah Hatikvah's trade revolution
  • missiongroup.story_paranid Paranid Storyline
  • missiongroup.story_paranid_unification Paranid Unification Storyline
  • missiongroup.story_paranid_escalation Paranid Escalation Storyline
  • missiongroup.story_boron Boron Storyline (Boron DLC)
  • missiongroup.story_boron_herald Boron Herald Gamestart 1 / Storyline (Boron DLC)
  • missiongroup.gs_boron2 Boron Gamestart 2 (Boron DLC)
  • missiongroup.story_hyperion Hyperion (Mini DLC 1)
  • missiongroup.story_thefan "The Fan" Storyline (Tides of Avarice DLC)
  • missiongroup.story_criminal Criminal Storyline (Tides of Avarice DLC)
  • missiongroup.gs_pirate1 Tides of Avarice "Runner" Gamestart (Tides of Avarice DLC)
  • missiongroup.split_war_argon Tides of Avarice "Runner" Gamestart (Split Vendetta DLC)
  • missiongroup.story_split Split Storyline (Split Vendetta DLC)
  • missiongroup.story_split_zyarth Split Storyline - Zyarth (Split Vendetta DLC)
  • missiongroup.story_split_court Split Storyline - Court of Curbs (Split Vendetta DLC)
  • missiongroup.gs_split1 Split Gamestart 1 (Split Vendetta DLC)
  • missiongroup.gs_split2 Split Gamestart 2 (Tides of Avarice DLC)
  • missiongroup.ter_war_xenon Terran vs Xenon war (Craddle of Humanity DLC)
  • missiongroup.pioneers_trade_guild Pioneers Trade Guild (Craddle of Humanity DLC)
  • missiongroup.story_terraforming Terraforming Storyline (Craddle of Humanity DLC)
  • missiongroup.story_yaki_solborn Yaki Solborn Storyline (Craddle of Humanity DLC)
  • missiongroup.story_yaki Yaki Storyline (Craddle of Humanity DLC)
  • missiongroup.story_covert_operations Covert Operations (Craddle of Humanity DLC)
  • missiongroup.gs_terran1 Terran Gamestart (Craddle of Humanity DLC)
  • missiongroup.gs_terran2 Pioneers Gamestart (Craddle of Humanity DLC)
  • missiongroup.story_timelines_epilogue Timelines Epilogue (Timelines DLC)

missionthreadtypelookup enum

Mission thread types for missions and mission offers

based on xs:string

  • parallel Missions are active in parallel
  • sequential Missions are played through sequentially

missiontypelookup enum

Mission type

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • missiontype.plot
  • missiontype.trade
  • missiontype.fight
  • missiontype.build
  • missiontype.think
  • missiontype.station
  • missiontype.chain
  • missiontype.other
  • missiontype.crisis
  • missiontype.board
  • missiontype.collect
  • missiontype.deliver
  • missiontype.destroy
  • missiontype.drop
  • missiontype.escort
  • missiontype.explore
  • missiontype.extend
  • missiontype.find
  • missiontype.follow
  • missiontype.guidance
  • missiontype.hack
  • missiontype.kill
  • missiontype.patrol
  • missiontype.pickup
  • missiontype.procure
  • missiontype.protect
  • missiontype.race
  • missiontype.raid
  • missiontype.repair
  • missiontype.rescue
  • missiontype.research
  • missiontype.restock
  • missiontype.scan
  • missiontype.smuggle
  • missiontype.talkto
  • missiontype.transport
  • missiontype.intelligence
  • missiontype.military
  • missiontype.police
  • missiontype.upkeep_credits
  • missiontype.upkeep_extend
  • missiontype.upkeep_hirenpc
  • missiontype.upkeep_resource_shortage
  • missiontype.upkeep_subordinates
  • missiontype.upkeep_units
  • missiontype.tutorial
  • missiontype.completed_tutorial
  • missiontype.hints

modulesettypelookup enum

based on xs:string

  • defence
  • equipmentdock
  • factory
  • tradingstation
  • shipyard
  • headquarters
  • piratebase
  • yakistation

moduletypelimit pattern

Module type limit. Integer or a script expression that evaluates to an integer

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

moodlevellookup enum

Faction mood level

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • moodlevel.verylow
  • moodlevel.low
  • moodlevel.normal
  • moodlevel.high
  • moodlevel.veryhigh

moodtypelookup enum

Faction mood type

based on xs:string

  • aggression
  • avarice

namestring pattern

based on xs:string, 1 pattern

Pattern: [^']*

negatecondition simple

Negate condition?

based on boolean

negatefilter simple

Negate filter outcome? The negation applies to the whole element, e.g. <match_content negate="true"> matches objects which do NOT have the specified content.

based on boolean

Game versionsup to 8.00, gone in 9.00

notificationtext pattern

Notification text to be displayed, either a single string with possible line breaks (left-aligned), or a list of strings. In a list, each pair of strings defines a single row (left-aligned and right-aligned text). In the list you can use [ string, r, g, b ] instead of a simple string to specify an RGB text color, with color values between 0 and 255. The default color is determined by the notification priority (a priority above 1 will turn the color red). Numbers are also accepted instead of strings. The maximum number of rows is 4 in the message ticker (<show_notification>), and 7 in the target monitor (<show_interactive_notification>)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

notificationtype pattern

Notification type. Must be a 'notification' datatype. (see notificationtypes.xml)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

npcsummarysorterlookup enum

based on xs:string

  • template
  • name
  • role
  • skill
  • combinedskill
  • potentialskillforpost
  • potentialskillforrole

numfreeactorslots pattern

Minimal required number of free slots for actor NPCs

based on expression, 1 pattern

Game versionsup to 8.00, gone in 9.00

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

object pattern

Object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

objectclasslookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • class.adsignobject Ad Sign Object (child of a zone)
  • class.asteroid Asteroid
  • class.bomb Bomb
  • class.checkpoint Checkpoint
  • class.collectable Collectable
  • class.container Container
  • class.controllable Controllable
  • class.datavault Data Vault
  • class.defensible Defensible
  • class.drop Drop
  • class.explosive Explosive
  • class.gate Gate
  • class.highwayentrygate Highway Entry Gate
  • class.highwayexitgate Highway Exit Gate
  • class.lockbox Lockbox
  • class.mine Mine
  • class.missile Missile
  • class.navbeacon Nav Beacon
  • class.nebula Nebula
  • class.object Object
  • class.recyclable Recyclable
  • class.resourceprobe Resource Probe
  • class.satellite Satellite
  • class.ship
  • class.spacesuit
  • class.ship_xs
  • class.ship_s
  • class.ship_m
  • class.ship_l
  • class.ship_xl
  • class.station

objectivetypelookup enum

Objective action type

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • objective.custom Custom objective action, requires attribute customaction
  • objective.none No objective
  • objective.achieve_coverage Achieve Coverage
  • objective.acquire_blueprint Acquire blueprint
  • objective.acquire_crew Acquire crew
  • objective.acquire_units Acquire units
  • objective.acquire_ware Acquire ware
  • objective.activate Activate something
  • objective.approach Approach an npc, or a location
  • objective.assign_subordinate Assign subordinate
  • objective.attack Attack object
  • objective.await Await (e.g. us this instead of objective.wait for 'awaiting' arrival at a location, when player is being taken there)
  • objective.board Board object
  • objective.build_housing Build housing (terraforming)
  • objective.build_module Build module
  • objective.build_project Build project (terraforming)
  • objective.build_ship Build ship
  • objective.build_station Build station
  • objective.buy Buy ware
  • objective.claim Claim (e.g. a sector, cluster or small ship)
  • objective.collect Collect
  • objective.confirm_delivery Confirm the delivery of wares via the UI
  • objective.confiscate Confiscate
  • objective.contact Contact (faction, organisation)
  • objective.comm Contact ship via comm
  • objective.craft Craft
  • objective.defeat Defeat (an enemy)
  • objective.defend Defend
  • objective.deliver Deliver ware
  • objective.deploy Deploy (satellite, mines)
  • objective.destroy Destroy object
  • objective.disembark Disembark from your ship (e.g. by using the spacesuit)
  • objective.dockat Dock at object
  • objective.drop Drop
  • objective.embark Embark a ship (take control as the pilot)
  • objective.embark_passenger Embark a ship (as a passenger)
  • objective.enable Enable
  • objective.escort Escort
  • objective.exchange_wares Exchange wares
  • objective.explore Explore
  • objective.extend Extend
  • objective.equip Equip
  • objective.find Find object
  • objective.findwayto Find way to location or object (no guidance to target provided)
  • objective.flyto Fly to location or object
  • objective.follow Follow object
  • objective.free Free (e.g. Prisoners)
  • objective.getup Get up (from chair)
  • objective.guidance Fly to location or object (guidance case)
  • objective.goto Go to (on platform)
  • objective.hack Hack an object
  • objective.hold_position Hold position
  • objective.gain_reputation Gain reputation with a faction
  • objective.investigate Investigate some situation
  • objective.join Join a mission-subscription/squadron/...
  • objective.kill Kill actor
  • objective.launch Launch something (ship or missile)
  • objective.lookat Look at something
  • objective.neutralize Neutralize something (terrafoming, e.g. environmental effect)
  • objective.observe Observe (object or event)
  • objective.patrol Patrol
  • objective.pickup Pick up object
  • objective.pickup_person Pick up a person
  • objective.police_scan Police scan
  • objective.protect Protect object
  • objective.race Race
  • objective.relocate Relocate (station to location)
  • objective.repair Repair
  • objective.research Research
  • objective.restock Restock
  • objective.retreat Retreat (from battle, from threat)
  • objective.sabotage Sabotage an object
  • objective.scan Scan an object
  • objective.secure Secure (ship or location)
  • objective.sell Sell ware
  • objective.smuggle Smuggle an item
  • objective.steal Steal
  • objective.supply Supply
  • objective.support Support
  • objective.survive Survive (battle, trap)
  • objective.talkto Talk to actor
  • objective.track Track
  • objective.transport Transport
  • objective.trigger Trigger (e.g. spacesuit EMP/Bomb)
  • objective.undock Return to your ship and undock
  • objective.unlock Unlock an object or location
  • objective.upgrade Upgrade
  • objective.usespacesuit Use your spacesuit
  • objective.wait Wait

objectlist pattern

Object or a list of objects

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

objectunlockstatelookup enum

based on xs:string

  • locked Fully locked
  • partial_unlock Partially unlocked
  • unlocked Fully unlocked

observedrequired pattern

Object which is observed, or group of objects (attribute must be present if observer not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

observerrequired pattern

Object which performs the observation, or group of objects (attribute must be present if observed not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

operation pattern

Operation

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

order pattern

AI order

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

orientationlookup enum

based on xs:string

  • align_left Align so that refpos/refobj is on the left side
  • align_left_bbox Align so that refobj-bounding-box is on the left side (requires valid refobject!)
  • align_right Align so that refpos/refobj is on the right side
  • align_right_bbox Align so that refobj-bounding-box is on the right side (requires valid refobject!)
  • look_at Orientation that looks directly at refpos/refobj-center
  • look_at_bbox Orientation that looks directly at refobj-bounding-box (requires valid refobject!)
  • look_away Orientation that looks away from refpos/refobj-center
  • look_away_bbox Orientation that looks away from refobj-bounding-box (requires valid refobject!)

owner enum

Owner faction

based on factionexprlookup, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • faction.alliance
  • faction.antigone
  • faction.argon
  • faction.boron
  • faction.buccaneers
  • faction.court
  • faction.civilian
  • faction.criminal
  • faction.outlaw
  • faction.freesplit
  • faction.hatikvah
  • faction.holyorder
  • faction.holyorderfanatic
  • faction.kaori
  • faction.khaak
  • faction.loanshark
  • faction.ministry
  • faction.ownerless
  • faction.paranid
  • faction.pioneers
  • faction.player
  • faction.scaleplate
  • faction.scavenger
  • faction.smuggler
  • faction.split
  • faction.teladi
  • faction.terran
  • faction.trinity
  • faction.yaki
  • faction.xenon

owners enum

Owner faction, or list of owner factions

based on factionexprlookup, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • faction.alliance
  • faction.antigone
  • faction.argon
  • faction.boron
  • faction.buccaneers
  • faction.court
  • faction.civilian
  • faction.criminal
  • faction.outlaw
  • faction.freesplit
  • faction.hatikvah
  • faction.holyorder
  • faction.holyorderfanatic
  • faction.kaori
  • faction.khaak
  • faction.loanshark
  • faction.ministry
  • faction.ownerless
  • faction.paranid
  • faction.pioneers
  • faction.player
  • faction.scaleplate
  • faction.scavenger
  • faction.smuggler
  • faction.split
  • faction.teladi
  • faction.terran
  • faction.trinity
  • faction.yaki
  • faction.xenon

page pattern

Text page ID

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

pagewithdefault pattern

Text page ID (defaults to the speaker's voice page if not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

paramname pattern

based on xs:string, 1 pattern

Pattern: [a-zA-Z_][a-zA-Z0-9_]*

pricemodifieramount pattern

Discount/commission amount as percentage of a ware's price variation range, valid range from 1 to 100. NOTE: This is not the actual discount/commission percentage, which depends on the ware that the price modifier is applied to. Discounts/Commissions apply to all sell/buy offers of object/faction respectively.

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

productionmodule pattern

Production module

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

profilelookup enum

based on xs:string

  • flat Flat (linear) distribution, default if no profile specified
  • increasing Higher numbers are more likely
  • decreasing Lower numbers are more likely
  • bell Numbers in the middle of the range are more likely
  • inversebell Higher and lower numbers are more likely than those in the middle

providepeople pattern

Is the providing container allowed to provide people from their own people? Takes precidence over 'provideworkforce'. Defaults to true.

based on booleanexpression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

provideworkforce pattern

Is the providing container allowed to provide people from their own workforce? (defaults to true)

based on booleanexpression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

purposelookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • purpose.trade
  • purpose.fight
  • purpose.build
  • purpose.mine
  • purpose.auxiliary
  • purpose.hack
  • purpose.scan
  • purpose.production
  • purpose.storage
  • purpose.connection
  • purpose.habitation
  • purpose.defence
  • purpose.docking
  • purpose.venture
  • purpose.welfare
  • purpose.processing
  • purpose.salvage
  • purpose.dismantling
  • purpose.rig

quadrantlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • quadrant.none
  • quadrant.front
  • quadrant.back
  • quadrant.left
  • quadrant.right
  • quadrant.up
  • quadrant.down

race enum

Race (species)

based on raceexprlookup, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • race.argon
  • race.boron
  • race.drone
  • race.khaak
  • race.split
  • race.paranid
  • race.teladi
  • race.terran
  • race.xenon

raceexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • race.argon Argon
  • race.boron Boron
  • race.drone Drone
  • race.khaak Kha'ak
  • race.split Split
  • race.paranid Paranid
  • race.teladi Teladi
  • race.terran Terran
  • race.xenon Xenon

receivepeople pattern

Is the receiving container allowed to receive the people as person templates? Takes precidence over 'receiveworkforce'. Defaults to true.

based on booleanexpression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

receiveworkforce pattern

Is the receiving container allowed to receive the people as workforce? (defaults to false)

based on booleanexpression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

relationchangereasonlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • relationchangereason.missioncompleted
  • relationchangereason.destroyedfactionenemy
  • relationchangereason.smalltalkreward
  • relationchangereason.attackedobject
  • relationchangereason.boardedobject
  • relationchangereason.killedobject
  • relationchangereason.hackingdiscovered
  • relationchangereason.scanningdiscovered
  • relationchangereason.illegalcargo
  • relationchangereason.missionfailed
  • relationchangereason.tradecompleted
  • relationchangereason.illegalplot

relationcomparison enum

Behaviour to compare the relation range

based on xs:string

  • exact Relation is in range (default)
  • ge Relation is greater than or equal
  • gt Relation is greater than
  • le Relation is less than or equal
  • lt Relation is less than
  • not Relation is not in range

relationlookup enum

based on xs:string

  • self
  • ally
  • member
  • friend
  • dock
  • neutral
  • enemy
  • killmilitary
  • kill
  • nemesis

repairedcomponent pattern

Repaired component

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

resumeflag simple

Resume this action when an interrupt script returns, instead of resuming at a label? This has no effect if a resume attribute was specified in <run_interrupt_script>. If the action was already completed during the interrupt, the script will continue after the action immediately. Note that changing the resume attribute has no effect on existing savegames. The resume state will be restored as it was saved before, even if the attribute changes in the script.

based on boolean

room pattern

Room

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

roomclasslookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • class.room Room
  • class.cockpit Cockpit
  • class.controlroom Control Room
  • class.dockingbay Docking bay
  • class.transporterroom Transporter room

roompopulationtypeexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • roompopulationtype.build
  • roompopulationtype.trade
  • roompopulationtype.drones
  • roompopulationtype.ships
  • roompopulationtype.repair
  • roompopulationtype.ammo
  • roompopulationtype.bar
  • roompopulationtype.administrative

roomtypeexprlookup enum

Room type

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • roomtype.bar
  • roomtype.casino
  • roomtype.corridor
  • roomtype.crewquarters
  • roomtype.embassy
  • roomtype.factionrep
  • roomtype.generatorroom
  • roomtype.infrastructure
  • roomtype.intelligenceoffice
  • roomtype.livingroom
  • roomtype.manager
  • roomtype.office
  • roomtype.playeroffice
  • roomtype.prison
  • roomtype.security
  • roomtype.serverroom
  • roomtype.serviceroom
  • roomtype.trafficcontrol
  • roomtype.warroom

scannedrequired pattern

Object which is scanned, or group of objects (attribute must be present if scanner not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

scannerrequired pattern

Object which performs the scanning, or group of objects (attribute must be present if scanned not supplied)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

section pattern

Conversation section name

based on namestring, 1 pattern

Pattern: [^']*

sector pattern

Sector

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

selectionlookup enum

Selection type (used with select sub-nodes)

based on xs:string

  • one One
  • random Random
  • random_except Random, excluding an item that can be optionally specified by code
  • choose Choose

selectionweight restricted

Weight which determines the chance of this node being selected

based on xs:integer, minInclusive 0

seller pattern

Seller object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

setoperationlookup enum

Operation to perform (default is set)

based on xs:string

  • set Set value (default operation if not supplied, default action is to set to 1 if no random range supplied)
  • add Add to value (default is to add 1 if no random range supplied)
  • subtract Subtract from value (default is to subtract 1 if no random range supplied)
  • insert Insert value into the list as the specified list element, moving all following elements. Insertion at list count + 1 is allowed. (Default value is null if no random range supplied)

ship pattern

Ship

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

shipclasslookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • class.ship Ship
  • class.spacesuit Spacesuit
  • class.ship_xs
  • class.ship_s
  • class.ship_m
  • class.ship_l
  • class.ship_xl

shipsizeclasslookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • class.ship_xs XS sized ship
  • class.ship_s S sized ship
  • class.ship_m M sized ship
  • class.ship_l L sized ship
  • class.ship_xl XL sized ship

shiptypeexprlookup enum

Ship type

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • shiptype.personalvehicle
  • shiptype.police
  • shiptype.xsdrone
  • shiptype.escapepod
  • shiptype.distressdrone
  • shiptype.lasertower
  • shiptype.scout
  • shiptype.fighter
  • shiptype.heavyfighter
  • shiptype.interceptor
  • shiptype.courier
  • shiptype.smalldrone
  • shiptype.bomber
  • shiptype.frigate
  • shiptype.corvette
  • shiptype.gunboat
  • shiptype.transporter
  • shiptype.miner
  • shiptype.personnelcarrier
  • shiptype.scavenger
  • shiptype.destroyer
  • shiptype.freighter
  • shiptype.largeminer
  • shiptype.carrier
  • shiptype.resupplier
  • shiptype.builder
  • shiptype.battleship
  • shiptype.tug
  • shiptype.compactor
  • shiptype.explorer
  • shiptype.miningrig
  • shiptype.expeditionary
  • shiptype.envoy

signalleak pattern

Signal Leak object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

signalleaktypelookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • signalleaktype.claim
  • signalleaktype.data
  • signalleaktype.mission
  • signalleaktype.voice

silentobjective pattern

Change the objective silently? This suppresses the mission objective bar and the sound effect. Default is false

based on booleanexpression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

skilltype enum

Skill type

based on skilltypeexprlookup, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • skilltype.boarding
  • skilltype.engineering
  • skilltype.management
  • skilltype.morale
  • skilltype.piloting

skilltypeexprlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • skilltype.boarding
  • skilltype.engineering
  • skilltype.management
  • skilltype.morale
  • skilltype.piloting

skilltypelookup enum

based on xs:string

  • boarding
  • engineering
  • management
  • morale
  • piloting

source pattern

Source object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

space pattern

Containing space (zone, sector, cluster, or galaxy)

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

spacelist pattern

Containing space (zone, sector, cluster, or galaxy) or a list of containing spaces

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

spacelistnozone patternNEW

Containing space (sector, cluster, or galaxy) or a list of containing spaces

based on expression, 1 pattern

Game versionsnew in 9.00

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

speakdelay pattern

Optional short delay before the speech. Note that the delay is technically treated like a part of the actual speech, except for the display of subtitles and for the time value of a speak timer.

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

speakemotion pattern

Optional emotion description: Either a single emote ID string (triggered at the start of the speak) or a list [ offset1, emote1, offset2, emote2, ... ], with pairs of relative offsets and emote ID strings. Each offset is a value between 0.0 and 1.0, relative to the duration of the speak. NOTE: time offsets are not supported. A value of null is allowed and has no effect.

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

speakinterruptontimer pattern

When used together with the timer attribute, should the speak be interrupted automatically when the timer is triggered? If used, it is guaranteed that param3 of <event_speak_finished> will not be 0. Defaults to false.

based on booleanexpression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

speaktimer pattern

Optional timer value to request an <event_speak_timer_triggered> event at a certain time while a speak voice sample is played: Specify either a value of type time as an absolute real-time offset (e.g. 500ms to trigger the event after half a second), or a value of type float, relative to the duration of the speak (e.g. 0.5 to trigger the event after 50 percent of the speak duration). A negative value of either type is interpreted as the time before the end of the speak (e.g. -500ms to trigger half a second before the speak ends). The timer event is guaranteed to be triggered before <event_speak_finished>. If the speak fails or gets interrupted for any reason (possibly even before the requested time), both <event_speak_timer_triggered> and <event_speak_finished> will be triggered in this order, each with param3 indicating the failure reason. The event timing accuracy is about 50ms. It is not possible to trigger more than one timer event per speak. See also attribute interruptontimer.

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

station pattern

Station

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

stationclasslookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • class.station Station

stationtypeexprlookup enum

Station type

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • stationtype.defence
  • stationtype.equipmentdock
  • stationtype.factory
  • stationtype.tradingstation
  • stationtype.shipyard
  • stationtype.wharf
  • stationtype.headquarters
  • stationtype.piratebase
  • stationtype.recyclingfacility ≥ 9.00
  • stationtype.factionheadquarters ≥ 9.00

table pattern

Table

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

targetcomponent pattern

Target component

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

targetobject pattern

Target object

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

targetpointtypelookup enum

Implicitly defines the interactions and the icon this target point should have

based on xs:string

  • scan
  • hack

terraformingpricescalelookup enum

based on xs:string

  • absolute Defined price value is in Credits, not to be scaled.
  • playeraccount Defined price value is a percentage applied to the player's current account.
  • population Price scales with the world's current population. Defined value is for 100k inhabitants.

tradeoffer pattern

Trade Offer

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

traderulelookup enum

based on xs:string

  • freeforall Everybody is allowed
  • owneronly Only objects belonging to the same owner faction are allowed
  • noplayer Everybody except objects belonging to the player are allowed
  • default Object: inherit from owner faction setting, faction: equivalent to freeforall

tradesorterlookup enum

based on xs:string

  • amount
  • distance
  • name
  • offeramount
  • offervolume
  • price
  • relativeprice
  • stocklevel
  • totalprice
  • totalvolume
  • volume

uipositionlookup enum

Position in conversation menu (a free position is selected if not supplied). This can be either a fixed named value, or a variable script expression (providing the option number between 1 and 6).

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • top_left
  • left
  • bottom_left
  • top_right
  • right
  • bottom_right
  • close Hidden player choice that is selected when the player presses the "close conversation" button

unitcategorylookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • unitcategory.attack
  • unitcategory.build
  • unitcategory.defence
  • unitcategory.gascollector
  • unitcategory.guard
  • unitcategory.orecollector
  • unitcategory.police
  • unitcategory.repair
  • unitcategory.transport

upkeepalertlevellookup enum

Upkeep alert level

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • alertlevel.low Low upkeep alert level
  • alertlevel.medium Medium upkeep alert level
  • alertlevel.high High upkeep alert level

valignlookup enum

based on xs:string

  • top
  • center
  • bottom

ware pattern

Ware

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

wareflags simple

Ware flaglist (use as many as required, space-separated)

waretransportlookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • waretransport.container
  • waretransport.solid
  • waretransport.liquid
  • waretransport.passenger
  • waretransport.equipment
  • waretransport.inventory
  • waretransport.software
  • waretransport.ship
  • waretransport.workunit
  • waretransport.research

weapon pattern

Weapon

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

weaponmodelookup enum

1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*

  • weaponmode.any Any mode applies
  • weaponmode.attackenemies Attack all enemies
  • weaponmode.attackcapital Attack only capital ships (All ships of size class L or XL)
  • weaponmode.attackfighters Attack only non-capital ships (All ships of size class XS, S, or M)
  • weaponmode.defend Defend against attackers (default for non-mining weapons)
  • weaponmode.mining Mining asteroids (default for mining weapons)
  • weaponmode.missiledefence Attempt to shoot down missiles
  • weaponmode.prefercapital Attack all enemies, but prioritize capital ships (Ships of size class L or XL)
  • weaponmode.preferfighters Attack all enemies, but prioritize fighters (Ships of size class XS, S, or M)
  • weaponmode.prefermissiles Attack all enemies, but prioritize missiles
  • weaponmode.towing Attempt to tow scrap

weapontypelookup enum

based on xs:string

  • all All weapons (including mining or repair lasers!)
  • combat Combat weapons (default)
  • mining Mining weapons
  • repair Repair weapons

xs:boolean simple

xs:float simple

xs:integer simple

xs:nonNegativeInteger simple

zone pattern

Zone

based on expression, 1 pattern

Pattern: *([A-Za-z0-9_$@+\-({\[]|(#?'([^'\\]|\\.)*'))([A-Za-z0-9_$!?@=<>,.+\-*/%\^(){}\[\] ]|(#?'([^'\\]|\\.)*'))*